2772 lines
580 KiB
HTML
2772 lines
580 KiB
HTML
<!-- updated Oct 15, 2017 - plexsoup -->
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<input type="checkbox" class="sheet-showHelpTipsToggle sheet-HiddenCheckbox" name="attr_showHelpTipsToggle" title="Show/Hide Popup Help Dialogs" checked="checked" />
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<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_version" value="0.9" />
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<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_version" value="1.0" checked="checked" />
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<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_version" value="2.0" />
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<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_showSidebar" />
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<div class="sheet-TavernTalesSystemContainer">
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<div class="sheet-TavernTalesSystemSidebar sheet-NewHideableSection">
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<input type="checkbox" class="sheet-hiddenSectionToggle" name="attr_showSidebar" title="  R O L L S  " />
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<div class="sheet-sidebarStats">
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<div class="sheet-rollButtonsContainer">
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<div class="sheet-rollButtons"><div class="sheet-statName">Brawn</div>
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<button type='roll' class="sheet-decreasedRoll"
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value='&{template:TTRoll} {{name=Decreased Brawn Test}} {{result=[[@{decreasedRollTemplate} + @{Brawn}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Brawn}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_DecreasedBrawn' title="decreased brawn"
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/><button type='roll' class="sheet-normalRoll"
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value='&{template:TTRoll} {{name=Normal Brawn Test}} {{result=[[@{normalRollTemplate} + @{Brawn}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Brawn}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_NormalBrawn' title="normal brawn"
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/><button type='roll' class="sheet-increasedRoll"
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value='&{template:TTRoll} {{name=Increased Brawn Test}} {{result=[[@{increasedRollTemplate} + @{Brawn}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Brawn}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_IncreasedBrawn'title="increased brawn" />
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</div>
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<div> </div>
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<div class="sheet-rollButtons"><div class="sheet-statName">Mind</div>
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<button type='roll' class="sheet-decreasedRoll"
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value='&{template:TTRoll} {{name=Decreased Mind Test}} {{result=[[@{decreasedRollTemplate} + @{Mind}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Mind}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_DecreasedMind' title="decreased mind"
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/><button type='roll' class="sheet-normalRoll"
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value='&{template:TTRoll} {{name=Normal Mind Test}} {{result=[[@{normalRollTemplate} + @{Mind}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Mind}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_NormalMind' title="normal mind"
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/><button type='roll' class="sheet-increasedRoll"
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value='&{template:TTRoll} {{name=Increased Mind Test}} {{result=[[@{increasedRollTemplate} + @{Mind}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Mind}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_IncreasedMind' title="increased mind" />
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</div>
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<div> </div>
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<div class="sheet-rollButtons"><div class="sheet-statName">Finesse</div>
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<button type='roll' class="sheet-decreasedRoll"
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value='&{template:TTRoll} {{name=Decreased Finesse Test}} {{result=[[@{decreasedRollTemplate} + @{Finesse}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Finesse}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_DecreasedFinesse' title="decreased finesse"
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/><button type='roll' class="sheet-normalRoll"
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value='&{template:TTRoll} {{name=Normal Finesse Test}} {{result=[[@{normalRollTemplate} + @{Finesse}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Finesse}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_NormalFinesse' title="normal finesse"
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/><button type='roll' class="sheet-increasedRoll"
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value='&{template:TTRoll} {{name=Increased Finesse Test}} {{result=[[@{increasedRollTemplate} + @{Finesse}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Finesse}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_IncreasedFinesse' title="increased finesse" />
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</div>
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<div> </div>
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<div class="sheet-rollButtons"><div class="sheet-statName">Spirit</div>
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<button type='roll' class="sheet-decreasedRoll"
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value='&{template:TTRoll} {{name=Decreased Spirit Test}} {{result=[[@{decreasedRollTemplate} + @{Spirit}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Spirit}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_DecreasedSpirit' title="decreased spirit"
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/><button type='roll' class="sheet-normalRoll"
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value='&{template:TTRoll} {{name=Normal Spirit Test}} {{result=[[@{normalRollTemplate} + @{Spirit}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Spirit}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_NormalSpirit' title="normal spirit"
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/><button type='roll' class="sheet-increasedRoll"
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value='&{template:TTRoll} {{name=Increased Spirit Test}} {{result=[[@{increasedRollTemplate} + @{Spirit}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Spirit}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_IncreasedSpirit' title="increased spirit" />
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</div>
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</div>
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</div>
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</div>
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<div class="sheet-TavernTalesSheetBody">
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<input type="checkbox" name="attr_pageTabs" class="sheet-HiddenCheckbox" value="CharacterSheet" checked="checked" />
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<input type="checkbox" name="attr_pageTabs" class="sheet-HiddenCheckbox" value="PlayerGuide"/>
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<input type="checkbox" name="attr_pageTabs" class="sheet-HiddenCheckbox" value="GMGuide"/>
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<div class="sheet-tab-widget-container"><input type="radio" name="attr_pageTabs" value="CharacterSheet" class="sheet-tab sheet-tab-characterSheet" id="sheet-traitsTabCharacterSheet" title="Character" /><span title="Character"></span></div>
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<div class="sheet-tab-widget-container"><input type="radio" name="attr_pageTabs" value="PlayerGuide" class="sheet-tab sheet-tab-playerGuide" id="sheet-traitsTabPlayerGuide" title="Player Guide" /><span title="Player Guide"></span></div>
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<div class="sheet-tab-widget-container"><input type="radio" name="attr_pageTabs" value="GMGuide" class="sheet-tab sheet-tab-GMGuide" id="sheet-traitsTabGMGuide" title="GM Guide" /><span title="GM Guide"></span></div>
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<div class="sheet-versionInfo">
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Tavern Tales Version:
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<div class="sheet-popupHelp">
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<span>
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<p>Version 0.9, from 2014, appeared before the launch of the Kickstarter campaign. It included HP, damage dice, damage reduction. (Tactical gamers prefer this version.)</p>
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<p>Version 1.0, from 2016, introduced Challenge Tracks and removed HP and damage.</p>
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<p>Additional playtest rules introduced Resources (Health, Endurance, Willpower). They also codified how players can spend bad tales (Story gamers prefer this version.)</p>
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<p>Version 2.0 is the Community Developed version. It's currently under development, so it may be missing some important information. Refer to previous versions to fill in the gaps.</p>
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<p>For any version, if a rule isn't clear or if something feels incomplete, feel free to make your own rulings, or draw inspiration from the other versions.</p>
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<p>For more about versions, and to contribute to version 2.0-CC, check the subreddit /r/Tavern_Tales on reddit.com</p>
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</span>
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</div>
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<input type="radio" name="attr_version" value="0.9" />
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<input type="radio" name="attr_version" value="1.0" checked="checked" />
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<input type="radio" name="attr_version" value="2.0" />
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<span name="attr_version"></span>
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 ( Show/Hide Tooltips: <input type="checkbox" class="sheet-showHelpTipsToggle" checked="checked" name="attr_showHelpTipsToggle" title="Show/Hide Popup Help Dialogs" /> )
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</div>
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<div class="sheet-pageTabCharacterSheetContent">
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<div class="sheet-NewHideableSection"> <!-- Info -->
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<input type="checkbox" name="attr_InfoSectionToggle" class="sheet-hiddenSectionToggle" title="Info" checked="checked"/>
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<div class="sheet-logo">
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<div class="sheet-TavernTalesColumn">
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<div>Character Name: <input type="text" class="TTcharacterName" name="attr_CharacterName"/></div>
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<div>Background: <textarea class="TTbioDesc" name="attr_CharacterBackground" rows="2"></textarea></div>
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</div>
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<div class="sheet-TavernTalesColumn" style="margin: auto; text-align: center;">
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<img class="sheet-logo" src="http://i.imgur.com/ox9PmdD.png" />
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CC-BY-SA
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<div class="sheet-popupHelp"><span>
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Tavern Tales was created by Dabney Bailey around 2013, then released under the Creative Commons "By Attribution, Sharealike" license (CC-BY-SA) in 2017.
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For more information, go to www.reddit.com/Tavern_Tales
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</span></div>
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<div>
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<table class="sheet-TTXPTreasureTable">
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<tr><th></th><th>Earned</th><th>Spent</th><th>Remaining</th></tr>
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<tr>
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<th>XP
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<div class="sheet-popupHelp"><span>
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<p>By default, characters start with 10XP, which can be used to purchase stats and traits.</p>
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</span></div>
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</th>
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<td><input type="number" name="attr_XPEarned" value=10 /></td>
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<td><input type="number" name="attr_totalXPSpent" value="(@{statXPSpent} + @{totalTraitXPSpent})" disabled="true" /></td>
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<td><input type="number" name="attr_XPRemaining" value="(@{XPEarned}-@{totalXPSpent})" disabled="true" /></td>
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</tr>
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<tr>
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<th>Treasure
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<div class="sheet-popupHelp"><span>
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<p>Treasure is abstract in Tavern Tales. Your gaming group needs to work together to determine the value of 1 treasure, which can
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change during the game. </p>
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<p>To a street urchin, 1 treasure is a loaf of bread. To an adventurer, 1 treasure is a bag of coins. To a warrior-king, 1 treasure is a pile of gold</p>
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<p>It's highly recommended that all player characters share the same relative valuation.</p>
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<p>By default, PC start the game with 2 treasure, which they can spend however they like on items. They also start with enough similar, miscellaneous items to occupy 1 inventory slot</p>
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</span></div>
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</th>
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<td><input type="number" name="attr_TreasureEarned" value=2/></td>
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<td><input type="number" name="attr_TreasureSpent" /></td>
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<td><input type="number" name="attr_TreasureRemaining" value="(@{TreasureEarned}-@{TreasureSpent})" disabled="true" /></td>
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</tr>
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</table>
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</div>
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</div>
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</div>
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</div>
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<!--
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. .
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.o8 .o8
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.oooo.o .o888oo .oooo. .o888oo .oooo.o
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d88( "8 888 `P )88b 888 d88( "8
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`"Y88b. 888 .oP"888 888 `"Y88b.
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8""888P' "888" `Y888""8o "888" 8""888P'
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-->
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<div class="sheet-NewHideableSection"> <!-- Stats, Defenses, Conditions -->
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<input type="checkbox" name="attr_StatsSectionToggle" class="sheet-hiddenSectionToggle" title="Attributes, Defenses, Conditions" checked="checked"/>
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<div class="sheet-Attributes">
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<div>
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<div class="sheet-stats">
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<h3>
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<span class="sheet-traitXP">XP: <input type="number" name="attr_statXPSpent" value=0 /></span>
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</h3>
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<div style="vertical-align: top; margin-bottom: 10px;">
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<div class="sheet-popupHelp">
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<span>
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<p>Each point in a stat costs XP equal to the new value. (eg: it costs 3 points to go from 2 to 3. Each point must be purchased; no skipping.)</p>
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</span>
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</div>
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<div style="display: inline-block;">
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<div>Brawn</div>
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<div><input type="number" name="attr_brawn" /></div>
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<div class="sheet-rollButtons">
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<button type='roll' class="sheet-decreasedRoll"
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value='&{template:TTRoll} {{name=Decreased Brawn Test}} {{result=[[@{decreasedRollTemplate} + @{Brawn}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Brawn}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_DecreasedBrawn' title="decreased brawn"
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/><button type='roll' class="sheet-normalRoll"
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value='&{template:TTRoll} {{name=Normal Brawn Test}} {{result=[[@{normalRollTemplate} + @{Brawn}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Brawn}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_NormalBrawn' title="normal brawn"
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/><button type='roll' class="sheet-increasedRoll"
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value='&{template:TTRoll} {{name=Increased Brawn Test}} {{result=[[@{increasedRollTemplate} + @{Brawn}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Brawn}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_IncreasedBrawn'title="increased brawn" />
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</div>
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</div>
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<div style="display: inline-block;">
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<div>Mind</div>
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<div><input type="number" name="attr_mind" /></div>
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<div class="sheet-rollButtons">
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<button type='roll' class="sheet-decreasedRoll"
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value='&{template:TTRoll} {{name=Decreased Mind Test}} {{result=[[@{decreasedRollTemplate} + @{Mind}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Mind}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_DecreasedMind' title="decreased mind"
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/><button type='roll' class="sheet-normalRoll"
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value='&{template:TTRoll} {{name=Normal Mind Test}} {{result=[[@{normalRollTemplate} + @{Mind}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Mind}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_NormalMind' title="normal mind"
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/><button type='roll' class="sheet-increasedRoll"
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value='&{template:TTRoll} {{name=Increased Mind Test}} {{result=[[@{increasedRollTemplate} + @{Mind}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Mind}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_IncreasedMind' title="increased mind" />
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</div>
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</div>
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<div style="display: inline-block;">
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<div>Finesse</div>
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<div><input type="number" name="attr_finesse" /></div>
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<div class="sheet-rollButtons">
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<button type='roll' class="sheet-decreasedRoll"
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value='&{template:TTRoll} {{name=Decreased Finesse Test}} {{result=[[@{decreasedRollTemplate} + @{Finesse}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Finesse}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_DecreasedFinesse' title="decreased finesse"
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/><button type='roll' class="sheet-normalRoll"
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value='&{template:TTRoll} {{name=Normal Finesse Test}} {{result=[[@{normalRollTemplate} + @{Finesse}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Finesse}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_NormalFinesse' title="normal finesse"
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/><button type='roll' class="sheet-increasedRoll"
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value='&{template:TTRoll} {{name=Increased Finesse Test}} {{result=[[@{increasedRollTemplate} + @{Finesse}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Finesse}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_IncreasedFinesse' title="increased finesse" />
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</div>
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</div>
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<div style="display: inline-block;">
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<div>Spirit</div>
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<div><input type="number" name="attr_spirit" /></div>
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<div class="sheet-rollButtons">
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<button type='roll' class="sheet-decreasedRoll"
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value='&{template:TTRoll} {{name=Decreased Spirit Test}} {{result=[[@{decreasedRollTemplate} + @{Spirit}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Spirit}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_DecreasedSpirit' title="decreased spirit"
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/><button type='roll' class="sheet-normalRoll"
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value='&{template:TTRoll} {{name=Normal Spirit Test}} {{result=[[@{normalRollTemplate} + @{Spirit}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Spirit}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_NormalSpirit' title="normal spirit"
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/><button type='roll' class="sheet-increasedRoll"
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value='&{template:TTRoll} {{name=Increased Spirit Test}} {{result=[[@{increasedRollTemplate} + @{Spirit}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} Spirit}} {{notes=?{What are you trying to achieve} }} {{characterName=@{CharacterName}}}'
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name='roll_IncreasedSpirit' title="increased spirit" />
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</div>
|
||
</div>
|
||
</div>
|
||
<div class="sheet-version20content">
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<div class="sheet-popupHelp">
|
||
<span>
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<p>Experimental Rule: Derived Attributes: Health, Wits, Endurance, Willpower.</p>
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<p>For each derived Attribute, add 3 points to your core attribute</p>
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<p>Health = Brawn + 3, Wits = Mind + 3, Endurance = Finesse + 3, Willpower = Spirit + 3</p>
|
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<p>No derived attribute can be less than 1 point, which means no core attribute can be less than -2 points.</p>
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||
</span>
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||
</div>
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<div style="display:inline-block;">
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<div>
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Health
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</div>
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<div>
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<input type="number" name="attr_health" />
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</div>
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</div>
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<div style="display:inline-block;">
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<div>Wits</div>
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<div><input type="number" name="attr_wits" /></div>
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</div>
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||
<div style="display:inline-block;">
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<div>Endurance</div><div><input type="number" name="attr_endurance" /></div>
|
||
</div>
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<div style="display:inline-block;">
|
||
<div>Willpower</div><div><input type="number" name="attr_willpower" /></div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-version10content sheet-version20content">
|
||
<div class="sheet-3colrow">
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||
<div class="sheet-col">
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||
<div class="sheet-Resources">
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<h3>Resources
|
||
<div class="sheet-version10content">
|
||
<div class="sheet-popupHelp">
|
||
<span>
|
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<p>Each character starts with a number of resources. By default: 3 health, 3 endurance, 3 willpower. When you drain a resource, check a box. When you restore a resource, remove a checkmark. Certain traits may add additional resources.</p>
|
||
<p>Decide amongst your group what it means when a resource is depleted. Maybe you gain a "condition" like "exhausted" or even "dead".</p>
|
||
</span>
|
||
</div>
|
||
</div>
|
||
<div class="sheet-version20content">
|
||
<div class="sheet-popupHelp">
|
||
<span>
|
||
<p>Each character starts with a number of resources. Typically Health, Endurance, Willpower, and Wits. When you drain a resource, check a box. When you restore a resource, remove a checkmark. Certain traits may add additional resources.</p>
|
||
<p>Decide amongst your group what it means when a resource is depleted. Maybe you gain a "condition" like "exhausted" or even "dead".</p>
|
||
</span>
|
||
</div>
|
||
</div>
|
||
|
||
</h3>
|
||
|
||
<fieldset class="repeating_resources">
|
||
<input type="text" class="sheet-TTResourceName" name="attr_resourceName"/>
|
||
<select name="attr_resourceMaxCheckboxes" title="# of boxes" class="sheet-ResourcesMaxCheckboxes">
|
||
<option value="0">0</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
<option value="6">6</option>
|
||
<option value="7">7</option>
|
||
<option value="8">8</option>
|
||
<option value="9">9</option>
|
||
<option value="10">10</option>
|
||
</select>
|
||
|
||
<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_resourceMaxCheckboxes" value="1"/>
|
||
<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_resourceMaxCheckboxes" value="2"/>
|
||
<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_resourceMaxCheckboxes" value="3"/>
|
||
<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_resourceMaxCheckboxes" value="4"/>
|
||
<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_resourceMaxCheckboxes" value="5"/>
|
||
<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_resourceMaxCheckboxes" value="6"/>
|
||
<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_resourceMaxCheckboxes" value="7"/>
|
||
<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_resourceMaxCheckboxes" value="8"/>
|
||
<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_resourceMaxCheckboxes" value="9"/>
|
||
<input type="checkbox" class="sheet-HiddenCheckbox" name="attr_resourceMaxCheckboxes" value="10"/>
|
||
|
||
<div class="sheet-TTResourceCheckboxes">
|
||
<input type="checkbox" class="sheet-TTcheckbox" name="attr_resourceUse1"/>
|
||
<input type="checkbox" class="sheet-TTcheckbox" name="attr_resourceUse2"/>
|
||
<input type="checkbox" class="sheet-TTcheckbox" name="attr_resourceUse3"/>
|
||
<input type="checkbox" class="sheet-TTcheckbox" name="attr_resourceUse4"/>
|
||
<input type="checkbox" class="sheet-TTcheckbox" name="attr_resourceUse5"/> 
|
||
<input type="checkbox" class="sheet-TTcheckbox" name="attr_resourceUse6"/>
|
||
<input type="checkbox" class="sheet-TTcheckbox" name="attr_resourceUse7"/>
|
||
<input type="checkbox" class="sheet-TTcheckbox" name="attr_resourceUse8"/>
|
||
<input type="checkbox" class="sheet-TTcheckbox" name="attr_resourceUse9"/>
|
||
<input type="checkbox" class="sheet-TTcheckbox" name="attr_resourceUse10"/>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-col">
|
||
<h3>Defenses</h3>
|
||
<fieldset class="repeating_defenses">
|
||
<input type="checkbox" class="sheet-TTcheckbox" name="attr_defenseChecked" />
|
||
<input type="text" class="sheet-TTitemDesc" name="attr_defenseName" />
|
||
</fieldset>
|
||
</div>
|
||
|
||
<div class="sheet-col">
|
||
<h3>Conditions</h3>
|
||
<fieldset class="repeating_conditions">
|
||
<input type="checkbox" class="sheet-TTcheckbox" name="attr_conditionChecked" />
|
||
<input type="text" class="sheet-TTitemDesc" name="attr_conditionName" />
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-version09content sheet-stats">
|
||
|
||
|
||
|
||
|
||
|
||
<div class="sheet-combatDamage">
|
||
|
||
<div class="sheet-popupHelpLarge">
|
||
<span class="sheet-NewspaperColumns">
|
||
<p>TT0.9: Ranged attacks deal 1d6 damage, melee attacks deal 1d8 damage.</p>
|
||
</span>
|
||
</div>
|
||
|
||
<input type="number" name="attr_currentDamageDice" value="1"/>
|
||
d <select name="attr_currentDamageDieType" class="sheet-dieTypeSelect" value="8">
|
||
<option value="6">6</option>
|
||
<option value="8">8</option>
|
||
</select>
|
||
|
||
+
|
||
<select name="attr_currentDamageModifierAttribute" style="width:100px;">
|
||
<option value="@{Brawn}" selected="selected">Brawn</option>
|
||
<option value="@{Finesse}">Finesse</option>
|
||
<option value="@{Mind}">Mind</option>
|
||
<option value="@{Spirit}">Spirit</option>
|
||
</select>
|
||
<button type='roll' value='/roll @{currentDamageDice}d@{currentDamageDieType} + @{currentDamageModifierAttribute} for damage'> Damage</button>
|
||
</div>
|
||
|
||
<div class="sheet-defense">
|
||
|
||
<div>
|
||
Tough: <div class="sheet-popupHelpSmall"><span>Toughness starts at 10, but can be increased by certain traits</span></div><input type="number" name="attr_toughness" />
|
||
Current Life (HP): <input type="number" name="attr_life" />
|
||
MaxLife: <div class="sheet-popupHelpSmall"><span>Max Life is 4 times your toughness.</span></div><input type="number" name="attr_life_max" value="@{toughness}*4" />
|
||
|
||
</div>
|
||
<div>
|
||
Soak: <div class="sheet-popupHelpSmall"><span>Soak is temporary hit points, granted by certain traits.</span></div><input type="number" name="attr_soak" />
|
||
Block: <input type="number" name="attr_block" />
|
||
Advantage: <input type="number" name="attr_advantage" />
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
<div class="sheet-NewHideableSection sheet-version10content sheet-version20content"> <!-- Roll Results -->
|
||
|
||
<input type="checkbox" name="attr_RollResultsSectionToggle" class="sheet-hiddenSectionToggle" title="Roll Results: tracking bad tales" checked="checked"/>
|
||
<div class="sheet-RollResults">
|
||
<div class='sheet-3colrow'>
|
||
<div class='sheet-col'>
|
||
<h3>Good Tale (Roll <span name="attr_lowerLimit"></span>+)</h3>
|
||
<ul>
|
||
<li>Succeed a difficult action</li>
|
||
<li>Acquire a resource</li>
|
||
<li>Discover something beneficial</li>
|
||
<li>Inflict a Bad Tale</li>
|
||
<li>Look to the GM to see what happens</li>
|
||
</ul>
|
||
</div>
|
||
<div class='sheet-col'>
|
||
<h3>Neutral Tale</h3>
|
||
<ul>
|
||
<li>Describe what you see</li>
|
||
<li>Speak in character</li>
|
||
<li>Do something simple</li>
|
||
</ul>
|
||
</div>
|
||
<div class='sheet-col'>
|
||
<h3>Bad Tale (Roll <span name="attr_upperLimit"></span>-)</h3>
|
||
<ul>
|
||
|
||
<div class="sheet-version10content">
|
||
<li>∞ Lose a resource</li>
|
||
</div>
|
||
<div class="sheet-version20content">
|
||
<li>∞ Test a resource
|
||
<div class="sheet-popupHelp">
|
||
<span>
|
||
<p>Optional Experimental Rule: Harm</p>
|
||
<p>Select a resource to test (Health, Wits, Endurance, or Willpower)</p>
|
||
<p>The GM will assign a difficulty for the test based on the current threat.</p>
|
||
<p>Make a roll with an appropriate attribute (Brawn, Mind, Finesse, or Spirit)</p>
|
||
<p>On a bad result, take 3 points off the resource. On mixed results (good and bad) take 2, On good results take 1</p>
|
||
</span>
|
||
</div>
|
||
</li>
|
||
</div>
|
||
</li>
|
||
<li>∞ Look to the GM to see what happens</li>
|
||
<div class="sheet-version20content">
|
||
<li><input type="checkbox" name="attr_badTaleBackfired"/><input type="checkbox" name="attr_badTaleBackfired2"/> Your action backfires</li>
|
||
<li><input type="checkbox" name="attr_badTaleThreat"/><input type="checkbox" name="attr_badTaleThreat2"/> Discover a new threat</li>
|
||
<li><input type="checkbox" name="attr_badTaleCondition"/><input type="checkbox" name="attr_badTaleCondition2"/> Suffer a lingering condition</li>
|
||
<li><input type="checkbox" name="attr_badTaleSurrender"/><input type="checkbox" name="attr_badTaleSurrender2"/> Surrender, pass out, or die</li>
|
||
</div>
|
||
<div class="sheet-version10content">
|
||
<li><input type="checkbox" name="attr_badTaleBackfired"/> Your action backfires</li>
|
||
<li><input type="checkbox" name="attr_badTaleThreat"/> Discover a new threat</li>
|
||
<li><input type="checkbox" name="attr_badTaleCondition"/> Suffer a lingering condition</li>
|
||
<li><input type="checkbox" name="attr_badTaleSurrender"/> Surrender, pass out, or die</li>
|
||
</div>
|
||
</ul>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
<!--
|
||
|
||
. o8o .
|
||
.o8 `"' .o8
|
||
.o888oo oooo d8b .oooo. oooo .o888oo .oooo.o
|
||
888 `888""8P `P )88b `888 888 d88( "8
|
||
888 888 .oP"888 888 888 `"Y88b.
|
||
888 . 888 d8( 888 888 888 . o. )88b
|
||
"888" d888b `Y888""8o o888o "888" 8""888P'
|
||
|
||
-->
|
||
|
||
|
||
<div class="sheet-NewHideableSection"> <!-- Traits -->
|
||
<input type="checkbox" name="attr_traitsSectionToggle" class="sheet-hiddenSectionToggle" title="Traits" checked="checked"/>
|
||
|
||
<div class="sheet-rollTabs">
|
||
|
||
<input type="checkbox" name="attr_traitTabs" class="sheet-HiddenCheckbox" value="Combat"/>
|
||
<input type="checkbox" name="attr_traitTabs" class="sheet-HiddenCheckbox" value="Exploration"/>
|
||
<input type="checkbox" name="attr_traitTabs" class="sheet-HiddenCheckbox" value="Interaction"/>
|
||
<input type="checkbox" name="attr_traitTabs" class="sheet-HiddenCheckbox" value="General"/>
|
||
<input type="checkbox" name="attr_traitTabs" class="sheet-HiddenCheckbox" value="All"/>
|
||
<input type="checkbox" name="attr_traitTabs" class="sheet-HiddenCheckbox" value="Examples" checked="checked"/>
|
||
|
||
<div class="sheet-tab-widget-container"><input type="radio" name="attr_traitTabs" value="Combat" class="sheet-tab sheet-tab-combat" id="sheet-traitsTabCombat" title="Combat" /><span title="Combat"></span></div>
|
||
<div class="sheet-tab-widget-container"><input type="radio" name="attr_traitTabs" value="Exploration" class="sheet-tab sheet-tab-exploration" id="sheet-traitsTabExploration" title="Exploration" /><span title="Exploration"></span></div>
|
||
<div class="sheet-tab-widget-container"><input type="radio" name="attr_traitTabs" value="Interaction" class="sheet-tab sheet-tab-interaction" id="sheet-traitsTabInteraction" title="Interaction" /><span title="Interaction"></span></div>
|
||
<div class="sheet-tab-widget-container"><input type="radio" name="attr_traitTabs" value="General" class="sheet-tab sheet-tab-general" id="sheet-traitsTabGeneral" title="General" /><span title="General"></span></div>
|
||
<div class="sheet-tab-widget-container"><input type="radio" name="attr_traitTabs" value="All" class="sheet-tab sheet-tab-all" id="sheet-traitsTabAll" checked="checked" title="All" /><span title="All"></span></div>
|
||
<div class="sheet-tab-widget-container"><input type="radio" name="attr_traitTabs" value="Examples" class="sheet-tab sheet-tab-examples" id="sheet-traitsTabExamples" checked="checked" title="Examples" /><span title="Examples"></span></div>
|
||
|
||
<div class="sheet-traitsTabCombatContent">
|
||
<div class="sheet-traits">
|
||
<h3 class="sheet-TavernTalesHeader"><span class="sheet-traitXP">XP: <input type="number" name="attr_combatTraitsXPSpent" value=0 /></span>Combat Traits</h3>
|
||
<fieldset class="repeating_CombatTraits">
|
||
<div class="sheet-singleTraitContainer">
|
||
<input type="text" class="sheet-TTtraitName" name="attr_CombatTraitName" placeholder="Trait Name"/>
|
||
<textarea class="sheet-TTtraitDesc" name="attr_CombatTraitDescription" placeholder="Trait Description"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-traitsTabExplorationContent">
|
||
<div class="sheet-traits">
|
||
<h3 class="sheet-TavernTalesHeader"><span class="sheet-traitXP">XP: <input type="number" name="attr_explorationTraitsXPSpent" value=0 /></span>Exploration Traits</h3>
|
||
<fieldset class="repeating_ExplorationTraits">
|
||
<div class="sheet-singleTraitContainer">
|
||
<input type="text" class="sheet-TTtraitName" name="attr_ExplorationTraitName" placeholder="Trait Name"/>
|
||
<textarea class="sheet-TTtraitDesc" name="attr_ExplorationTraitDescription" placeholder="Trait Description"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-traitsTabInteractionContent">
|
||
|
||
<div class="sheet-traits">
|
||
<h3 class="sheet-TavernTalesHeader"><span class="sheet-traitXP">XP: <input type="number" name="attr_interactionTraitsXPSpent" value=0 /></span>Interaction Traits</h3>
|
||
<fieldset class="repeating_InteractionTraits">
|
||
<div class="sheet-singleTraitContainer">
|
||
<input type="text" class="sheet-TTtraitName" name="attr_InteractionTraitName" placeholder="Trait Name"/>
|
||
<textarea class="sheet-TTtraitDesc" name="attr_InteractionTraitDescription" placeholder="Trait Description"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
|
||
</div>
|
||
|
||
|
||
<div class="sheet-traitsTabGeneralContent">
|
||
|
||
<div class="sheet-traits">
|
||
<h3><span class="sheet-traitXP">XP: <input type="number" name="attr_generalTraitsXPSpent" value=0 /></span>General Traits</h3>
|
||
<fieldset class="repeating_GeneralTraits">
|
||
<div class="sheet-singleTraitContainer">
|
||
<input type="text" class="sheet-TTtraitName" name="attr_GeneralTraitName" placeholder="Trait Name"/>
|
||
<textarea class="sheet-TTtraitDesc" name="attr_GeneralTraitDescription" placeholder="Trait Description"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
|
||
|
||
|
||
<div class="sheet-traitsTabAllContent">
|
||
|
||
<div class="sheet-traits">
|
||
<h2><span class="sheet-traitXP">XP: <input type="number" name="attr_totalTraitXPSpent" disabled="true" value="(@{combatTraitsXPSpent} + @{explorationTraitsXPSpent} + @{interactionTraitsXPSpent} + @{generalTraitsXPSpent})" /></span>All Traits</h2>
|
||
|
||
</div>
|
||
<div class="sheet-traits">
|
||
|
||
<h3><span class="sheet-traitXP">XP: <input type="number" name="attr_combatTraitsXPSpent" value=0 /></span>Combat</h3>
|
||
<fieldset class="repeating_CombatTraits">
|
||
<div class="sheet-singleTraitContainer">
|
||
<input type="text" class="sheet-TTtraitName" name="attr_CombatTraitName" placeholder="Trait Name"></input>
|
||
<textarea class="sheet-TTtraitDesc" name="attr_CombatTraitDescription" placeholder="Trait Description"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
|
||
<div class="sheet-traits">
|
||
|
||
<h3><span class="sheet-traitXP">XP: <input type="number" name="attr_explorationTraitsXPSpent" value=0 /></span>Exploration</h3>
|
||
<fieldset class="repeating_ExplorationTraits">
|
||
<div class="sheet-singleTraitContainer">
|
||
<input type="text" class="sheet-TTtraitName" name="attr_ExplorationTraitName" placeholder="Trait Name"></input>
|
||
<textarea class="sheet-TTtraitDesc" name="attr_ExplorationTraitDescription" placeholder="Trait Description"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="sheet-traits">
|
||
<h3><span class="sheet-traitXP">XP: <input type="number" name="attr_interactionTraitsXPSpent" value=0 /></span>Interaction</h3>
|
||
<fieldset class="repeating_InteractionTraits">
|
||
<div class="sheet-singleTraitContainer">
|
||
<input type="text" class="sheet-TTtraitName" name="attr_InteractionTraitName" placeholder="Trait Name"></input>
|
||
<textarea class="sheet-TTtraitDesc" name="attr_InteractionTraitDescription" placeholder="Trait Description"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
|
||
</div>
|
||
<div class="sheet-traits">
|
||
<h3><span class="sheet-traitXP">XP: <input type="number" name="attr_generalTraitsXPSpent" value=0 /></span>General</h3>
|
||
<fieldset class="repeating_GeneralTraits">
|
||
<div class="sheet-singleTraitContainer">
|
||
<input type="text" class="sheet-TTtraitName" name="attr_GeneralTraitName" placeholder="Trait Name"></input>
|
||
<textarea class="sheet-TTtraitDesc" name="attr_GeneralTraitDescription" placeholder="Trait Description"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
|
||
</div>
|
||
|
||
</div>
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Alchemy" checked="checked"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Arcane"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Artifice"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="BardicLore"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Beast"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Command"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Dragon"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Elements"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Faith"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Heritage"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Nature"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="MartialArts"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Occultism"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Psionics"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Savagery"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Thievery"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Tracking"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Transformation"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Undeath"/>
|
||
<input type="checkbox" name="attr_traitTags" class="sheet-HiddenCheckbox" value="Warfare"/>
|
||
|
||
|
||
|
||
<div class="sheet-traitsTabExamplesContent">
|
||
|
||
|
||
|
||
|
||
|
||
<!-- <input type="checkbox" name="sheet-traitTags-1" value="all" /> All -->
|
||
<br/>
|
||
|
||
|
||
<div class="sheet-sidebar">
|
||
|
||
<!-- <input type="checkbox" name="sheet-traitTags-1" value="all" /> All -->
|
||
<br/>
|
||
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Alchemy" value="Alchemy" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Arcane" value="Arcane" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Artifice" value="Artifice" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="BardicLore" value="BardicLore" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Beast" value="Beast" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Command" value="Command" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Dragon" value="Dragon" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Elements" value="Elements" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Faith" value="Faith" />
|
||
|
||
<div class="sheet-version20content">
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Heritage" value="Heritage" />
|
||
</div>
|
||
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Nature" value="Nature" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="MartialArts" value="MartialArts" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Occultism" value="Occultism" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Psionics" value="Psionics" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Savagery" value="Savagery" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Thievery" value="Thievery" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Tracking" value="Tracking" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Transformation" value="Transformation" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Undeath" value="Undeath" />
|
||
<input type="radio" class="sheet-tab" name="attr_traitTags" title="Warfare" value="Warfare" />
|
||
<br/>
|
||
</div>
|
||
|
||
|
||
|
||
<div class="sheet-ExampleFeats09">
|
||
|
||
|
||
|
||
<div class="sheet-feats sheet-NewspaperColumns">
|
||
|
||
|
||
<div class="sheet-exampleTrait" title=" alchemy "><div class="sheet-traitName"> Alchemy </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/SpgNxuS.jpg"/></div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane "><div class="sheet-traitName"> Arcane </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/zodknOS.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice "><div class="sheet-traitName"> Artifice </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/kD5X1J4.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore "><div class="sheet-traitName"> Bardic Lore </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/oWHiqj7.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast "><div class="sheet-traitName"> Beast </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/iFyIIES.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
|
||
<div class="sheet-exampleTrait" title=" command "><div class="sheet-traitName"> Command </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/fbxCJQX.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon "><div class="sheet-traitName"> Dragon </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/9o4nH5R.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
|
||
<div class="sheet-exampleTrait" title=" elements "><div class="sheet-traitName"> Elements </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/zsA1ads.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith "><div class="sheet-traitName"> Faith </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/hsIe1LY.jpg"/> </div></div>
|
||
<!-- <div class="sheet-exampleTrait" title=" heritage "><div class="sheet-traitName"> Heritage </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/UGoImZP.jpg"/> </div></div> -->
|
||
<div class="sheet-exampleTrait" title=" martial arts "><div class="sheet-traitName"> Martial Arts </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/6lVjI81.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" nature "><div class="sheet-traitName"> Nature </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/Cebw9sY.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism "><div class="sheet-traitName"> Occultism </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/C0J3OGT.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics "><div class="sheet-traitName"> Psionics </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/9eLEm9M.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery "><div class="sheet-traitName"> Savagery </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/T4vpG62.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery "><div class="sheet-traitName"> Thievery </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/F5eRgDl.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking "><div class="sheet-traitName"> Tracking </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/NuABBUm.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation "><div class="sheet-traitName"> Transformation </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/uJyNUDQ.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath "><div class="sheet-traitName"> Undeath </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/adXPIbh.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare "><div class="sheet-traitName"> Warfare </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/Kg15ctJ.jpg"/> </div></div>
|
||
|
||
|
||
<div class="sheet-exampleTrait" title=" alchemy , combat "><div class="sheet-traitName"> Brew Ooze </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe your brewing process → You brew a bottled ooze. </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , combat "><div class="sheet-traitName"> Soothing Mixture </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe your brewing process → You brew a healing potion or panacea. (Healing potion: Drink to heal an amount equal to your toughness. Resisting.) (Panacaea: Drink to remove 1 debuff from yourself. Resisting.) </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , combat "><div class="sheet-traitName"> Spontaneous Combustibles </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Whenever you see a strange chemical (unlabeled barrel, bag of powder, puddles of ooze, etc), choose an option from below to determine what happens when the chemical is disturbed. Anyone can disturb the chemical. If there aren’t any present chemicals, you can force the GM to add one. Flash: Blind all creatures in a blast centered on the chemical, and deafen them for several minutes. Resisting. Corrode: Whoever disturbs the chemical picks an item or feature of the terrain that is within a close distance of the chemical. It is destroyed or damaged. Explode: Deal the alchemist’s ranged damage in a blast centered on the chemical; roll +1 damage die. Heal: Whoever disturbs the chemical heals life equal to its toughness. Resisting. Poison: The nearest creature (you choose on a tie) bleeds. </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , combat "><div class="sheet-traitName"> Toxic </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> You are immune to all effects that relate to poison. Once every 5 minutes or so, when you touch or damage a creature, you can inflict it with deadly poison, paralytic poison, or sleeping poison. </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , combat "><div class="sheet-traitName"> Toxic Mixture </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe your brewing process → You brew a deadly poison (causes bleed), paralytic poison (causes root), or sleeping poison (causes sleep).Poisons take effect when they enter a creature’s body through any means (typically ingestion or through an open wound). Applying poison to a weapon takes about 1 minute; a weapon loses its poison coating after it inflicts its poison on a creature. All toxic mixtures are "resisting". </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , combat "><div class="sheet-traitName"> Volatile Mixture </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe your brewing process → You brew a flashbang, grenade, or vial of acid. </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , exploration "><div class="sheet-traitName"> Brew Elixir </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Spend an exotic reagent and describe your brewing process → You brew an elixir. (Drink this elixir (a simple action) to increase a roll that relates to the exotic reagent(s) used to make it (for example, a demonheart elixir might let you increase a roll that relates to hatred, fire, or demons)) </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , exploration "><div class="sheet-traitName"> Handle with Care </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe your brewing process → You brew adamant-hesive or universal acid. (Adamant-hesive: Upon creation of this item, the brewer selects the one and only thing (time, water, heat, etc) that will dissolve the glue. When applied, the glue sets over the course of about 1 minute. Once set, the glue irrevocably sticks two things together.) (Universal Acid: This acid dissolves up to 5 spaces of material over the course of about 1 minute. If a creature touches it, deal the brewer’s damage to them.) </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , exploration "><div class="sheet-traitName"> Like Respond to Like </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> While holding something, you can ask the GM “Where are other things that are similar to this?” and the GM must answer honestly. </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , exploration "><div class="sheet-traitName"> Taste for Alchemy </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you evaluate a chemical through taste, smell, or touch → Ask the GM any question about the chemical and the GM must answer honestly (taste water to determine what swims in it, smell ash to learn what started a fire, touch gunpowder to learn how explosive it is, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , interaction "><div class="sheet-traitName"> Essence of Desire </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe your brewing process → You brew a love potion, perfume of attraction, or bottled pheromones.Recipes (Love Potion: The drinker of this potion falls deeply in love with the next person who is of a race and gender that they normally find attractive. This effect persists for about 1 day.) (Perfume of attraction: Spritz it over something (an action). For the next day or so, creatures in the area are inexplicably and powerfully drawn towards the scented object. Creatures that are close enough to smell the perfumed object gain the desire to posses it.) (Bottled Pheromones: Upon creation of this item, the brewer selects a base instinct (lust, rage, hunger, fear, etc). When unbottled, pheromones fill the air. Creatures in the area gradually feel the chosen emotion in increasing intensity. ) </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , interaction "><div class="sheet-traitName"> Psychoactives </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe your brewing process → You brew all-cohol or a neuro-agent.Recipes (All-cohol: This alcohol is so powerful that a single sip can make a person completely and totally drunk within 1 minute (bigger creatures require more to get drunk). Creatures under the influence of this alcohol tend to forget everything that happens when they’re drunk.) (Neuro-Agent: Upon creation of this item, the brewer selects the method of taking the drug (injection, inhalation, ingestion, etc) and then works with the GM to determine its effects (extreme elation, hyperactivity, the munchies, how long it lasts, etc). Whoever takes this drug will begin to experience its effects. The drug is addictive. ) </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , interaction "><div class="sheet-traitName"> Snake Oil Salesman </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Increase all rolls you make to barter, haggle, trade, and socialize with merchants. </div></div>
|
||
<div class="sheet-exampleTrait" title=" alchemy , interaction "><div class="sheet-traitName"> The First One’s Free </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you converse with someone → Choose one: You convince the target to accept and use an item that you freely offer to them. You secretly slip the item into their belongings without their knowledge (you spike their drink, prick them with a poison needle, stash an item in their pocket, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , combat "><div class="sheet-traitName"> Barrier • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you gain this trait, work with your GM to determine a unique feature for your walls (they’re bigger than normal, they reflect projectiles, they deal damage on touch, etc). Describe how you use defensive magic → Bolster. Within a far distance, create a wall that is up to a close distance across. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , combat "><div class="sheet-traitName"> Counterspell </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Once each combat, at any point, describe how you counterspell → A combatant’s roll is automatically the worse possible result, no matter what. Then, stun the target for 1 turn. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , combat "><div class="sheet-traitName"> Evoker • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you create an explosion → Deal ranged damage in a blast. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , combat "><div class="sheet-traitName"> Force Armor </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> If you aren’t wearing armor, you have +5 block and your block can’t be reduced or ignored. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , combat "><div class="sheet-traitName"> Spell Swap • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you swap magic → Bolster. The GM must describe all of the buffs and debuffs on present combatants. You can move a buff or debuff from one present combatant to another present combatant. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , exploration "><div class="sheet-traitName"> Blink • Move </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you gain this trait, work with your GM to determine limitations (you can only teleport short distances, you leave something behind, you must have visited your destination before, etc). Describe how you teleport → Teleport to another location. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , exploration "><div class="sheet-traitName"> Cantrips • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you cast minor magic → Achieve a minor magical effect (inscribe a glowing floating rune on a surface, make a handheld item vanish or appear, light all candles and torches in a room, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , exploration "><div class="sheet-traitName"> Detect Magic </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can detect and experience magic with your normal senses. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , exploration "><div class="sheet-traitName"> Invisibility • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you render something invisible → Turn a creature or object you’re touching invisible. It lasts for about 1 hour, or until the target attempts a strenuous or complicated action (attack, run, pick a lock, etc). You can only have 1 invisibility effect active at a time. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , exploration "><div class="sheet-traitName"> Ritual </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Tell the GM an effect you want to achieve through ritual magic (eternally seal a creature in a tomb, open a portal to another plane, make a magical effect permanent, etc). The GM must explain everything you have to do in order to complete the ritual (sacrifice rare items, join with other mages, visit a certain location, etc). If you perform the ritual and satisfy the requirements, gain creative license to achieve the effect. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , exploration "><div class="sheet-traitName"> Wizard Eye • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you conjure a magic orb → Conjure an eyeball-sized floating orb, which lasts for about 1 hour. It goes wherever you telepathically command it to go, but never more than 1 space off the ground. You can see, hear, and sense through the orb whenever you want. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , interaction "><div class="sheet-traitName"> Academic Debate </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Increase all rolls you make to engage in diplomacy and debate. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , interaction "><div class="sheet-traitName"> Call Familiar • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you summon a familiar → Work with your GM to obtain a very small creature (imp, frog, raven, etc), or restore your old one if it died. It has life equal to your toughness, can speak or communicate with you telepathically, and logically appropriate qualities (a raven flies, a cat climbs, a frog swims, etc). You can use traits through your familiar, as if you are standing at its location. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , interaction "><div class="sheet-traitName"> Leading Expert </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you gain this, select a topic (nature, monsters, nobility, etc). Whenever you encounter something that relates to that topic, declare a plausible fact about that topic (this tree sap cures disease, wyverns only hunt at dusk, King Ramus III was buried near here, etc). The GM must make it true. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , interaction "><div class="sheet-traitName"> Scientific Discovery </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you uncover obscure information and share your findings with the world, mark on your character sheet that you are an authority on that subject. Increase all future rolls you make to understand or remember information about that topic. People who are interested in that subject will have heard of you and will be significantly more respectful and helpful to you. </div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane , interaction "><div class="sheet-traitName"> Sleep • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how your magic lulls creatures that are performing relaxing or mundane activities to sleep → Creatures in a blast within a close distance fall asleep, assuming they are capable of sleeping. Using this trait doesn’t give off any cues (unless you want it to). Resisting. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , combat "><div class="sheet-traitName"> Demolition Charge • Slow Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you create an item → Create a bomb and determine the trigger condition. When activated, it charges obviously and ominously for less than a minute (runes appear, a clock counts down, it glows red-hot, etc ) and then explodes, annihilating structures and brutally maiming creatures (or worse). Work with the GM to determine the explosion size. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , combat "><div class="sheet-traitName"> Dismantle </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Your attacks ignore block. When you spend advantage on an attack and deal damage, shatter the target. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , combat "><div class="sheet-traitName"> Gear Up • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you summon battle gear → Summon and equip, or dismiss your battle gear (armor, weapons, ammo, etc). Choose one option for the rest of combat: Defense: You have +3 block. Offense: Roll +1 damage die. Support: Gain +1 advantage whenever you bolster. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , combat "><div class="sheet-traitName"> Upgrade Armor • Slow Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you modify armor → Give the armor 1 of the bonuses below. You can have up to 3 enchantments active at a time. Armor Plating: The wearer has +2 block. Massive: The wearer is one size larger and lumbering. Sealed: The armor provides fresh air and temperature control. Power Core: The wearer has 1 advantage. Recharging the armor (a slow action) restores lost advantage. Ablative Plating: The armor grants you soak equal to your toughness indefinitely. Repairing the armor (a slow action) restores lost soak. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , combat "><div class="sheet-traitName"> Upgrade Weapon • Slow Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you modify a weapon → Give the weapon 1 of the bonuses below. You can have up to 3 enchantments active at a time. Glowing: The weapon glows under certain conditions. Work with your GM to determine those conditions. Loyal: Only you can use this weapon. Work with your GM to determine why others can’t use it. Nemesis: This weapon deals +2 damage die against specific creatures. Work with your GM to determine which creatures. Unstoppable Force: This can damage things that weapons normally can’t damage. Vorpal: Once each session, an attack with this weapon maims. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , exploration "><div class="sheet-traitName"> Forge • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you create an item → Expend crafting materials and work with your GM to create a magic item. More powerful materials and more cinematic crafting conditions (forged in a volcano, named during an eclipse, blessed by a deity, etc) lead to stronger items. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , exploration "><div class="sheet-traitName"> Grappling Hook • Move Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you reach for a distant object → Pull yourself to a target within a far distance, or pull it to you (whichever is more logical). If you or your target is falling dangerously, you can use this immediately (even if it isn’t your turn). </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , exploration "><div class="sheet-traitName"> Identify </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> If you can see an item, the GM must honestly answer 1 of your questions about it. If you examine an item, the GM must honestly answer all of your questions about it. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , exploration "><div class="sheet-traitName"> Ingenuity </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Increase all rolls you make to build, deconstruct, and fix. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , exploration "><div class="sheet-traitName"> Pocket Plane </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You have a miniature parallel universe about the size of a two-story house (relative to your size). Open a portal to it as an action; store and retrieve items from it as a simple action. Work with your GM to determine your pocket plane’s flaw (it’s smaller than normal, some stored items get lost, you can only access it under certain conditions, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , exploration "><div class="sheet-traitName"> Tool for the Job • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you produce a tool → Produce a handheld tool (nails, rope, crowbar, etc). Extend this to a slow action to produce larger items (wheelbarrow, boat, portcullis gate, etc). These items lose functionality after being out of your presence for about 1 day. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , exploration "><div class="sheet-traitName"> X-Ray Goggles </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can see through materials. Work with your GM to determine a type of material you can’t see through. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , interaction "><div class="sheet-traitName"> Cold, Hard Facts </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Increase all rolls you make to socialize when you present evidence supporting your case. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , interaction "><div class="sheet-traitName"> Communicators • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you build a device → You create communicators, which allow communication with each other. You can have up to 6 at a time. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , interaction "><div class="sheet-traitName"> Crazy Enough to Work </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe a ridiculous, improbable plan → Your plan is now possible, even if it would otherwise be impossible. You or one of your allies increase a roll related to executing the plan. </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , interaction "><div class="sheet-traitName"> Spark • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you imbue an item with intelligence → The item becomes a living, thinking entity. Work with the GM to determine its attributes (if it can move, how it communicates, its stats, etc). Then, you and the GM each give the item 1 personality trait (cruel, skeptical, ambitious, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice , interaction "><div class="sheet-traitName"> The Ends Justify the Means </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Once each session, describe how you escape social obligations → Completely avoid all negative social repercussions from one action you committed. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , combat "><div class="sheet-traitName"> Performance • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you inspire others → For 1 turn, you and present allies roll +1 damage die. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , combat "><div class="sheet-traitName"> Prepare to Die! • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Roleplay verbally sparring with a creature → Increase your attack rolls against the target for the rest of this combat. Doesn’t stack. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , combat "><div class="sheet-traitName"> Riposte </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> You are immune to disable. When you take no damage from a melee attack, deal melee damage to your attacker. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , combat "><div class="sheet-traitName"> Sound Wave • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you unleash a wave of sound → Stun all creatures in a cone for 1 turn and deafen them for about 1 day. Resisting. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , combat "><div class="sheet-traitName"> Steal the Spotlight </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Once each combat, at any point, steal a present creature’s turn (it doesn’t act and you do). </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , combat "><div class="sheet-traitName"> Swashbuckler </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Whenever you do something unnecessarily dangerous or risky in combat, bolster. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , exploration "><div class="sheet-traitName"> All the World’s a Stage </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once each session, gain creative license to make the situation more dramatic, dangerous, and potentially rewarding than it already is. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , exploration "><div class="sheet-traitName"> From Myth </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once each session, invent a legend and tell it to the other players. The GM must make your legend at least partially true </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , exploration "><div class="sheet-traitName"> In the Footsteps of Heroes </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you experience something legendary (behold an famous artifact, meet a mighty king, visit crumbled ruins, etc) write what inspired on your character sheet. At any point, cross it off to gain creative license to invoke the power of that legend. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , exploration "><div class="sheet-traitName"> Jack-of-All-Trades </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once each session, at any point, gain any other trait as a temporary trait for a short period of time. However, that trait is somehow weaker or flawed. Work with your GM to determine how. You can only have one such temporary trait at a time. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , exploration "><div class="sheet-traitName"> Loremaster </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> At any point, you can have the GM tell you all myths, legends, and rumors that relate to your current location or quest. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , exploration "><div class="sheet-traitName"> Wandering Minstrel </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You always know which direction to travel to find the nearest civilized area, and you have a general idea of what you will find once you arrive. For each such area, you know a person there who will initially be friendly to you.. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , interaction "><div class="sheet-traitName"> Connections </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you gain this trait, work with your GM to create an organization, or select a pre-established one.You are an honored member of that organization. No matter where you go, that organization has a presence in the area. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , interaction "><div class="sheet-traitName"> Convincing Argument • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Once each session, roleplay a convincing argument → Convince somebody to do something that isn’t completely against his character. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , interaction "><div class="sheet-traitName"> Entertainer • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you put on a public performance → If it is logical, a crowd of excited onlookers gathers. Your relations with the crowd significantly improve. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , interaction "><div class="sheet-traitName"> Fame and Infamy </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you gain this trait, work with your GM to determine a reputation for yourself (a notorious pirate, a legendary hero, a reliable mercenary, etc). Your reputation is widespread, and people everywhere believe it. Your reputation doesn’t have to be true. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , interaction "><div class="sheet-traitName"> Fast Friends </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you gain this trait, work with your GM to select a group of people (pirates, nobles, adventurers, etc).Increase all rolls you make to socialize with those people. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , interaction "><div class="sheet-traitName"> First Impression </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Once for each person, you can ask any question about their personality and the GM must answer honestly. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , interaction "><div class="sheet-traitName"> Honeyed Words </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Increase all rolls you make to charm or seduce. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , interaction "><div class="sheet-traitName"> Multicultural </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> You can communicate with others on a very basic level even if you don’t share a language. </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , interaction "><div class="sheet-traitName"> Small World </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Once each scene, when you first meet a creature, announce that you know that person. Rolling well indicates a good relationship (drinking buddy, an old flame, childhood friend) and rolling badly indicates a bad relationship (scorned lover, old rival, bitter enemies, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore , interaction "><div class="sheet-traitName"> Wingman </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> If you help an ally socialize, that ally increases all rolls they make to socialize. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , combat "><div class="sheet-traitName"> Blood Frenzy </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> At any point, you can ask “Which of my foes is closest to death?” and the GM must answer honestly. Roll +1 damage die against that creature until you ask this question again. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , combat "><div class="sheet-traitName"> Envelop • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you envelop an adjacent creature that is your size or smaller → Envelop the target inside of you (it’s swallowed, wrapped in your tentacles, constricted by your snake body, etc). You automatically deal melee damage to it on your turns (including this first turn). It can’t move or attack others, but it can attack you; it rolls +1 damage die when it does. You can envelop as many creatures as is logical, and you release enveloped creatures on your turn. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , combat "><div class="sheet-traitName"> Gaze of the Gorgon • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you set your gaze on a creature → The target is slow and bleeds. Absolutely nothing can remove the slow or bleed except breaking line of sight. If the target is defeated under your gaze, it turns to stone. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , combat "><div class="sheet-traitName"> Rend </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Your attacks inflict bleed. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , combat "><div class="sheet-traitName"> Survival Instinct </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> You automatically stabilize. When your life is less than or equal to your toughness, you regenerate 1, have +5 block, and increase all rolls to escape. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , combat "><div class="sheet-traitName"> Trample • Action + Move </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you trample → Move in a straight line, moving through creatures’ spaces. Deal melee damage to each creature you move through. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , exploration "><div class="sheet-traitName"> Burrow • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you burrow → Dig up to a near distance through soil. If you like, leave a 1-space-sized tunnel behind you. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , exploration "><div class="sheet-traitName"> Cheetah’s Swiftness </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can travel at incredibly high speeds for short periods, far exceeding normal limitations. Work with your GM to determine how fast you can travel and how quickly it exhausts you. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , exploration "><div class="sheet-traitName"> Enhanced Senses </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you gain this trait, work with your GM to select an enhanced natural sense from the animal kingdom (bat-like echolocation, wolf-like sense of smell, cat-like sight, etc). You have that sense, and you increase all rolls you make to use that sense. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , exploration "><div class="sheet-traitName"> Eyes of the Beast • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you link with an animal → You experience the world through the animal’s senses. You can end the link at any point. Linked animals are more inclined (but not required) to obey your mental commands. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , exploration "><div class="sheet-traitName"> Spin Web • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you create webbing → Produce sticky or non-sticky strands of web that are strong than tempered steel chains. If sticky, creatures other than you that touch it are stuck. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , exploration "><div class="sheet-traitName"> Swarm • Action / Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you disperse (Action) → Disperse your body into many individual pieces (a swarm of bees, a pack of rats, a nest of snakes, etc). While dispersed, you can't take any actions except to move your component pieces. Losing component pieces may damage or maim you (GM's discretion). Describe how you gather (Slow Action) → Reconstitute yourself around one of your component pieces. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , exploration "><div class="sheet-traitName"> Wall Climbing </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can adhere to any solid surface, including ceilings. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , Interaction "><div class="sheet-traitName"> Awaken Beast • Slow Action </div><div class="sheet-traitType"> Interaction </div><div class="sheet-traitDescription"> Describe how you awaken a creature → The creature gains human-like intelligence, and it can now speak. If you haven’t provoked it, it will initially be friendly to you. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , Interaction "><div class="sheet-traitName"> Beast Master </div><div class="sheet-traitType"> Interaction </div><div class="sheet-traitDescription"> You can communicate with animals. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , Interaction "><div class="sheet-traitName"> Pack Member • Slow Action </div><div class="sheet-traitType"> Interaction </div><div class="sheet-traitDescription"> Describe how you attune to a present animal → Select a trait that the animal could logically have. If the GM agrees, gain it as a temporary trait for as long as you are in the animal’s presence. You can only attune to one creature at a time. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , Interaction "><div class="sheet-traitName"> Play Possum • Action </div><div class="sheet-traitType"> Interaction </div><div class="sheet-traitDescription"> Describe how you play dead → You appear convincingly injured or dead. </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast , Interaction "><div class="sheet-traitName"> Stampede • Slow Action </div><div class="sheet-traitType"> Interaction </div><div class="sheet-traitDescription"> Describe how you call out to the feral wilds → Native animals begin acting aggressive. If no animals are present, they begin gathering in the area. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , combat "><div class="sheet-traitName"> Banner • Slow Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you place a banner → Place a banner (a flag, pike with a skull in it, glowing arcane symbol, etc) in an adjacent space. Choose one of the options below. You can only benefit from 1 of each banner at a time. Blood Banner: You and adjacent allies lose 1 debuff on their turns. Shield Banner: You and adjacent allies have +3 block. Sword Banner: You and adjacent allies roll +1 damage die. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , combat "><div class="sheet-traitName"> Do Not Falter! • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Once each combat, at any point, describe how you encourage others → Instead of being defeated, an ally falls to 1 life and gains soak equal to their toughness. They gain a free turn to immediately resolve. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , combat "><div class="sheet-traitName"> Give Orders • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Roleplay giving an order → Give as much of your current turn as you like to an ally, who can immediately act to fulfill your order. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , combat "><div class="sheet-traitName"> Inspire • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you inspire → Bolster. Select a visible ally; they roll +1 damage die (max +3) for the rest of combat. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , combat "><div class="sheet-traitName"> Shout </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Once each combat, at any point, roleplay a visceral command (Charge!, Hold!, Retreat!, etc) → You and allies who heard you increase 1 roll that relates to your command this combat. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , combat "><div class="sheet-traitName"> To Arms! </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you enter combat, describe how inspire your comrades → Your allies (but not you) each gain 1 advantage. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , exploration "><div class="sheet-traitName"> Call Mount • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you obtain a mount → Select a creature from the bestiary to serve as your mount. You can have 1 mount at a time. Work with your GM to determine a drawback for you mount (it’s wild at heart, it attacks your allies, it’s a coward, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , exploration "><div class="sheet-traitName"> Just as Planned • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> At the start of each session, write the description of an event that is out of your control in a sealed document. Give the document to the GM, who can’t look at it. If that event ever comes to pass, announce that things went just as planned. The GM looks at the document; if you predicted the event, gain creative license to significantly turn the odds in your favor. These never expire. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , exploration "><div class="sheet-traitName"> Marching Orders </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once each session, write one of the following on your and your companions’ character sheets, losing leftover words in the process: quartermaster, scout, sentinel, trailblazer, diplomat, and bodyguard. At any point, anybody can cross off their descriptor to increase a roll that relates to it. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , exploration "><div class="sheet-traitName"> Security • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you tighten security → Gain creative license to enhance the defensive capabilities of the area. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , exploration "><div class="sheet-traitName"> Settlement </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once for each location, gain creative license to discover valuable resources or assets for that location (connections to a valuable trade network, secret passageways and escape routes, friendly neighbors, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , exploration "><div class="sheet-traitName"> Stronghold </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> At any point, you can have the GM tell you the location of all highly defensible locations in the area, and a few relevant facts about each. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , interaction "><div class="sheet-traitName"> Companion • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you recruit a companion → Gain a companion who has half as many traits as you do. Work with your GM to determine the drawbacks of your companion (your companion is traitorous, greedy, unreliable, etc). You can only have one such companion at a time. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , interaction "><div class="sheet-traitName"> Dissension in the Ranks • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you sabotage an organization → Gain creative license to create discord within the organization. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , interaction "><div class="sheet-traitName"> Glorious Leader </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Increase all rolls you make to muster forces, command troops, and lead. </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , interaction "><div class="sheet-traitName"> Initiation Vows </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Whenever you create an organization, work with the GM to determine one special quality for that group (it’s extra sneaky, it has widespread connections, members never reveal group secrets, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , interaction "><div class="sheet-traitName"> Marshal Forces </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> You can acquire unique allies through means that would otherwise be impossible. Work with your GM to determine the creature type, recruitment method, and limitations (build loyal robots that run on fuel, animate mindless zombies that crave flesh, call feral beasts that do as they please, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" command , interaction "><div class="sheet-traitName"> Parley • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you attempt to parley → A high-ranking representative from another faction will be willing to meet with you peacefully. Increase one roll you make to socialize with the representative. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , combat "><div class="sheet-traitName"> Carnage </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you spend advantage on an attack and deal damage, maim the target. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , combat "><div class="sheet-traitName"> Dragon’s Breath • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you breathe draconic fury → Deal melee damage in a cone. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , combat "><div class="sheet-traitName"> Dragon’s Roar • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you give a terrifying draconic roar → Terrify enemies within a midrange distance who hear you. Resisting. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , combat "><div class="sheet-traitName"> Smokescreen • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you create a cloud of thick smoke → Bolster. Unleash a cloud of obscuring smoke that fills a close area for several minutes. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , combat "><div class="sheet-traitName"> Stoke the Furnace • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you gather power → Bolster. Your next attack this combat covers about twice as much space as normal. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , combat "><div class="sheet-traitName"> You Dare!? </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Whenever a creature legitimately offends you (merely damaging you doesn’t count), write that creature’s name on your list. Increase all rolls you make to achieve horrible revenge against creatures on your list. You can have up to 3 names on your list at a time; you can only remove names of people when they are dead. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , exploration "><div class="sheet-traitName"> For the Hoard </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you covet → Choose one: Collector: The GM tells you where to find the most valuable nearby item you don’t own, and a relevant fact about it. MINE! The GM tells you exactly where to find a valuable item you touched before. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , exploration "><div class="sheet-traitName"> King of Your Domain </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Increase all rolls you make while you are in territory you control. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , exploration "><div class="sheet-traitName"> Lair • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you claim your lair → A piece of territory that you control becomes your lair. Gain creative license to slowly change the terrain and features of the lair (create web-strewn paths, clinging ice, pools of magma, etc). At any point, you can ask if someone is trespassing in your lair, and the GM must answer honestly. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , exploration "><div class="sheet-traitName"> Territorial </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you are in another creature’s territory, you can ask 3 questions about the territory and its owner. The GM must answer honestly. At any point, you can have the GM tell you what creatures and organizations own which territories in the region, and a relevant fact about each. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , interaction "><div class="sheet-traitName"> Demand Tribute • Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you demand tribute from a creature or organization → If you have a reputation, they freely offer you something useful (valuables, shelter, useful information, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , interaction "><div class="sheet-traitName"> Glory and Splendor </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you gain this trait, work with your GM to determine your social leverage (your family name is widely recognized and respected, you are a celebrity, you’re gorgeous, etc). Whenever you decide to use this leverage, non-hostile creatures are significantly more likely to try to appease you. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , interaction "><div class="sheet-traitName"> Pawns and Playthings • Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you evaluate someone → The GM tells you the ways that the creature could be useful to you. Pick one; you gain significant insight of how to gain that creature’s goods or services. </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon , interaction "><div class="sheet-traitName"> To the Victor </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you defeat a creature (physically or socially), select something that your foe possesses (followers, territory, respect, etc). It is now lawfully yours. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , combat "><div class="sheet-traitName"> Cataclysm • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you gain this trait, select an element. Describe how you invoke elemental chaos → Create a powerful, uncontrollable manifestation of your element within a midrange distance (a lava geyser erupts, a miniature twister forms, lightning randomly strikes the area, etc). The GM decides what the manifestation does. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , combat "><div class="sheet-traitName"> Elemental Soul </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you gain this trait, choose two: <ul><li>Resistance: You are immune to fire, lightning, or cold, or you have +2 block (choose one).</li><li>Air: You don’t decrease rolls when you hurry.</li><li>Earth: You weigh 20 times more and can’t be forcibly moved. Roll extra damage die (the GM decides how many) if you crush someone.</li><li>Fire: Once each combat, at any point, deal melee damage to others in a blast centered on you (no attack roll required).</li><li>Water: You and allies within a far distance heal twice as much as normal.</li></ul> </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , combat "><div class="sheet-traitName"> Frostbite </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you damage a creature, slow it. If it’s already slow from this trait, it’s stuck. If it’s already stuck from this trait, stun it for 1 round. If it’s already stunned from this trait, roll +3 damage die and it loses all debuffs from this trait. Resisting. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , combat "><div class="sheet-traitName"> Immolate • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you ignite a creature → Deal melee or ranged damage and the target bleeds. This stacks with all bleed effects, including itself. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , combat "><div class="sheet-traitName"> Lightning Bolt • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you throw a bolt of lightning → Deal ranged damage to a creature within a close distance. The attack then bounces as many times as you like to new targets within a close distance. Each time, roll 1 less damage die. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , exploration "><div class="sheet-traitName"> Control Weather • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you change the weather → Name any weather effect that your region could normally experience at this time of year. That weather effect gathers over the course of the next hour or so, and then persists for at least 1 day. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , exploration "><div class="sheet-traitName"> Clutch of Earth • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you manipulate gravity → Significantly intensify or weaken gravity in an area that extends out to a midrange distance. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , exploration "><div class="sheet-traitName"> Earth Walk </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can move through stone, metal, and earth as if they have the consistency of mud. If you are fully encased in one of these materials, you can breathe normally and sense your surroundings. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , exploration "><div class="sheet-traitName"> Flight </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you fall, decrease the severity of the fall to the next lower step (from deadly to dangerous, or from dangerous to safe). You can fly, maneuvering about as well as a bird in flight. When you gain this trait, work with your GM to determine weaknesses associated with your flight (it’s extremely exhausting, you need a flat area to safely take off and land, you are a clumsy flier, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , exploration "><div class="sheet-traitName"> Shape Element • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you gain this trait, select an element. Describe how you shape your element → Summon or shape up to 1 space of that element within a close distance. Extending this to a slow action dramatically increases the range and the number of spaces you can affect. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , exploration "><div class="sheet-traitName"> Tremors </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can accurately sense the movements of everything touching the ground within a far distance. As a slow action, you can concentrate with your ear to the ground and hear vibrations of very distant things. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , exploration "><div class="sheet-traitName"> Water Breathing </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can breathe water. Increase all rolls you make to swim. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , interaction "><div class="sheet-traitName"> Calm the Storm • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you calm someone → As many creatures as you like within a close distance become significantly more passive, calm, and reasonable. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , interaction "><div class="sheet-traitName"> Fan the Flames • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you fan the flames of emotions → Significantly intensify the current emotions of as many creatures you like within a close distance. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , interaction "><div class="sheet-traitName"> Still Air • Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you still the air → Silence a creature or object within a close distance. It can’t make any noise whatsoever for several minutes. If you like, extend the zone of silence out to a close distance in all directions around the target. </div></div>
|
||
<div class="sheet-exampleTrait" title=" elements , interaction "><div class="sheet-traitName"> Words on the Wind </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Speak a few sentences → Your message travels to anyone you like within a few minutes. That person can then speak a few sentences, and their message will return to you in a similar fashion. </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith , combat "><div class="sheet-traitName"> Bless • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you offer a blessing → Bolster. For about 5 minutes, a creature within a close distance starts its turns with soak equal to one-tenth of its maximum life. You can only have one Bless active at a time. </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith , combat "><div class="sheet-traitName"> Channel Divinity </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> At any point, describe how you channel divine power → You are immune to all damage and debuffs (including pre-existing ones) for as long as your deity deems fit. Resisting. </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith , combat "><div class="sheet-traitName"> Lay on Hands • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you heal → Heal a creature you’re touching for half of its life and remove all of its diseases. Resisting. </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith , combat "><div class="sheet-traitName"> Purity </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> You are immune to terrify, disease, and blind. Once every 5 minutes or so, at any point, stabilize and remove all debuffs from yourself or a visible ally. </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith , combat "><div class="sheet-traitName"> Resurrect • Slow Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Roleplay praying to your deity → Name a deceased creature. You gain a vision of a quest. If that quest is completed, the deceased creature returns to life. </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith , combat "><div class="sheet-traitName"> Smite • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you invoke your deity’s wrath → Blind, terrify, and deal melee or ranged damage to all creatures within a midrange distance that your deity despises. Resisting. </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith , exploration "><div class="sheet-traitName"> Consecrate • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe a holy ritual → Create a permanent shrine to your deity. A shrine is a structure that allows a deity or group of deities to exert divine power into the mortal world. Deities bless those who perform sacred acts before shrines, and curse those who perform profane acts before shrines. It’s up to the GM to decide how much power deities can exert through their shrines, and under what conditions. Here are a few examples:<ul><li>A cultist sacrifices a weeping victim at the Blood Shrine. The victim reanimates as an undead servant under the cultist’s command.</li><li>A scholar gifts a rare tome to the Lectern of Knowledge. In return, the Goddess of Knowledge answers one of the scholar’s questions.</li><li>Guards interrogate a thief before the Obelisk of Truth. The thief dares to lie in his presence, so his tongue ignites in flame.</li><li>A peasant steals from the collection plate at the Church of Winter. Her home becomes chilly, no matter how warm it is outside.</li></ul> </div></div>
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||
<div class="sheet-exampleTrait" title=" faith , exploration "><div class="sheet-traitName"> Divine Favor </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Whenever the GM agrees that you fulfilled your deity’s dogma in a meaningful way, write on your character sheet that you are blessed. At any point, cross off a blessing to gain creative license to have your deity influence or manifest one of its domains (domain over thunder lets you summon a powerful storm, domain over hate lets you instill a deep hatred in someone, domain over secrets lets you learn a dark secret, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith , exploration "><div class="sheet-traitName"> Path of the Righteous </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once each session, announce that you walk a righteous path. All shadows, temptations, and tricks (metaphorical or literal) recede to reveal the true path to fulfilling your quest. </div></div>
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||
<div class="sheet-exampleTrait" title=" faith , exploration "><div class="sheet-traitName"> Pray for Guidance • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Roleplay a prayer to your deity → You receive guidance from your deity about your current situation (where to go and how to get there, a vague clue of what to do, assurances that your deity favors your current path, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith , exploration "><div class="sheet-traitName"> Sanctuary </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> At any point, you can have the GM tell you the exact location of your deity’s holy sites in the area (temples, shrines, sacred lands, etc), and how best to reach them. You are always welcome at these holy sites. If there are no such holy sites, gain creative license to declare one such holy site exists in the area. </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith , exploration "><div class="sheet-traitName"> Scry • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you gain this trait, work with your GM to determine limitations (limited range, you must be on holy ground, you need a scrying pool, etc). Describe how you scry → Remotely view a distant area as if you were standing there. </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith , exploration "><div class="sheet-traitName"> Sphere of Influence </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> At the start of each session, write 3 of your deity’s domains on your character sheet (losing leftover ones in the process). At any point, cross out one of those domains to increase a roll that relates to it. </div></div>
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||
<div class="sheet-exampleTrait" title=" faith , interaction "><div class="sheet-traitName"> Avatar </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> At any point, gain creative license to become the physical incarnation of your deity or its domains, or return to your normal appearance. This affects your appearance, not your statistics. </div></div>
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||
<div class="sheet-exampleTrait" title=" faith , interaction "><div class="sheet-traitName"> Confession </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Whenever a creature confesses its sins to you, choose one: Atonement: Choose a quest of atonement, which becomes the creature’s foremost goal in life. Bear the Burden: All animosity against the sinner transfers to you, as if you were the person who sinned. Jurisdiction: The government loses the authority to prosecute the sinner, and your church gains that right. </div></div>
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||
<div class="sheet-exampleTrait" title=" faith , interaction "><div class="sheet-traitName"> Divine Authority • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you channel divine authority → Others temporarily regard you as a legal authority, and they regard your actions as legal as long as you act within your deity’s dogma and don’t commit heinous acts. </div></div>
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||
<div class="sheet-exampleTrait" title=" faith , interaction "><div class="sheet-traitName"> Inquisition • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Roleplay an interrogation → The person you interrogate admits its sins. </div></div>
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||
<div class="sheet-exampleTrait" title=" faith , interaction "><div class="sheet-traitName"> Proselytize • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Roleplaying preaching dogma → Listeners permanently gain a belief of your choice associated with your deity’s dogma. </div></div>
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||
<div class="sheet-exampleTrait" title=" faith , interaction "><div class="sheet-traitName"> Quote Scripture </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you roll to socialize, increase the roll if you quote scripture that fits your deity’s dogma (you can and should invent verses, hymns, and prayers for this purpose). </div></div>
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||
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||
<div class="sheet-exampleTrait" title=" martial arts , combat "><div class="sheet-traitName"> Fist of the Eastern Star • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you perform a deadly technique → Deal melee or ranged damage. Then, if the target’s life is less than or equal to its toughness, the GM tells you that your special technique worked. At any point within the next hour or so, gain creative license to paralyze, knock out, and/or kill the target. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , combat "><div class="sheet-traitName"> Grappler </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> After you deal melee damage to a creature, you can immediately hold it. You roll +1 damage die and have +3 block against creatures you’re holding. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , combat "><div class="sheet-traitName"> Judo • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you manipulate an adjacent creature’s momentum → Bolster. Force an adjacent creature to move; you control where and how it moves. Then, it’s slow. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , combat "><div class="sheet-traitName"> Ki Beam • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you unleash energy → Deal ranged damage in a line. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , combat "><div class="sheet-traitName"> Meteor Fist • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you make a forceful attack → Deal melee damage and push the target up to a far distance away from you. At the GM’s discretion, other creatures and objects in the target’s path are similarly affected. Resisting. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , combat "><div class="sheet-traitName"> Pressure Point • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you strike pressure points → Deal damage and stun the target for 1 round. Resisting. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , combat "><div class="sheet-traitName"> Tai Chi • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you turn an adjacent creature’s strength back on itself → The target hits itself with its strongest attack. If relevant, act as though its attack roll is the same result as your Tai Chi roll. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , exploration "><div class="sheet-traitName"> Balance </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> At the start of each session, lose previous words form this trait and write “Body,” “Mind,” and “Spirit” on your character sheet At any point, cross off a word to increase a roll that relates to it. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , exploration "><div class="sheet-traitName"> Breaking Wave Strike • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you strike an object → Gain creative license to destroy part or all of the object. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , exploration "><div class="sheet-traitName"> Centered Breath </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can hold your breath for about 1 hour, and you can ignore extreme weather conditions (blizzards, freezing water, having no water in the desert, etc) for about 1 day. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , exploration "><div class="sheet-traitName"> Enlightenment </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once each session, ask a question. The GM must answer honestly. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , exploration "><div class="sheet-traitName"> Leaping Tiger </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can wall jump and jump much farther and higher than normal (work with your GM to determine how much). </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , exploration "><div class="sheet-traitName"> Light Feet </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you fall, lower the severity from deadly to dangerous, or from dangerous to safe. Whenever you like, all solid objects and liquids are capable of supporting your weight. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , interaction "><div class="sheet-traitName"> Aura of Lotus Blossoms • Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you pursue peace → For the next several minutes, no creature (including you) can make attacks in your presence. You can do this once every hour or so. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , interaction "><div class="sheet-traitName"> Iron Willpower </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Increase all rolls to socialize when you stand strong in defense of your principles. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , interaction "><div class="sheet-traitName"> Sage • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Roleplay offering guidance to someone → That person can increase a roll they make within the next hour or so if it relates to your advice. </div></div>
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||
<div class="sheet-exampleTrait" title=" martial arts , interaction "><div class="sheet-traitName"> Third Eye </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> You can view the spiritual auras of others. Auras hint at creatures’ true nature and current mental state (an evil person has a dark and twisted aura, an angry person has a fiery aura, a deceptive person has a suppressed aura, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" martial arts , interaction "><div class="sheet-traitName"> Words of Wisdom </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you roll to socialize, increase the roll if you tell a relevant fable (a metaphorical story that leads to a profound moral truth). </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , combat "><div class="sheet-traitName"> Barkskin • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you bestow barkskin → Bolster. The target gains +10 block for several hours. After the target blocks damage, this block value falls by 2. You can only have 1 barkskin active at a time. </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , combat "><div class="sheet-traitName"> Entangle • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you entangle a creature → Deal melee or ranged damage and immobilize the target. The target bleeds while the immobilize persists.Resisting. </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , combat "><div class="sheet-traitName"> Roots </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> You can’t be forcibly moved. If you don’t move for a full round, gain a cumulative 1 regeneration per round up to a maximum of 5 life per round. Lose this bonus if you move. </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , combat "><div class="sheet-traitName"> Thorns </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When a creature deals damage to you, deal damage to the attacker equal to one-tenth of your maximum life, ignoring block. </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , combat "><div class="sheet-traitName"> Undergrowth • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you create entangling terrain → Bolster. Select a space within a far distance and create a zone that extend out to a close distance from it. For the next several hours, creatures other than you are slow while traveling through that zone. </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , exploration "><div class="sheet-traitName"> Druidic Stones • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you use druidic magic → Imbue one of your traits into a feature of the terrain. Anyone within a midrange distance of the feature of the terrain has that trait as a temporary trait. </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , exploration "><div class="sheet-traitName"> Faerie Ring • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you use faerie magic → Walk in a circle of any size. When you’re done, the circle forms a faerie ring that magically hides everything that it contains from outsiders (will-o-wisps lead outsiders astray, an entire city looks like a placid lake, a maze-like forest confuses and disorients travelers, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" nature , exploration "><div class="sheet-traitName"> Fortress Seed • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you imbue a seed with primal power → You create a fortress seed. You can only have 1 at a time. The possessor can plant a fortress seed and name a structure (bridge, fortress, wall, etc). The seed grows to create that structure over the next minute or so. The structure lasts for several days; planting another seed refreshes the structure’s duration. </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , exploration "><div class="sheet-traitName"> Keeper of the Grove </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you gain this trait, work with the GM to select a biome (forest, sea, mountain, etc).Increase all rolls you make to interact with the environment and native wildlife in your selected biome. </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , exploration "><div class="sheet-traitName"> Verdant Growth • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you cause wild growth → Reshape 1 space of wood, or cause as many plants as you like within a midrange distance to grow as if they had 100 years of uninterrupted growth (this can produce fruit-bearing plants, if you like). </div></div>
|
||
<div class="sheet-exampleTrait" title=" nature , exploration "><div class="sheet-traitName"> Tree Meld </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can move through wood as if it has the consistency of sap. You can breathe normally and sense your surroundings while using this trait. </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , interaction "><div class="sheet-traitName"> Astrology • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you gain this, write on your character the descriptions of at least 6 constellations and give each a concept (triumph, the ocean, war, etc). Roleplay interpreting the night sky → Select a constellation and explain its significance for a thing or event. The GM must make your interpretation at least partially accurate. </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , interaction "><div class="sheet-traitName"> Augury • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you perform a ritual → Ask a question about the future, and the GM must answer honestly. </div></div>
|
||
<div class="sheet-exampleTrait" title=" nature , interaction "><div class="sheet-traitName"> Awaken • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you awaken a tree → You transform a tree into a treant (see the bestiary). If you haven’t harmed the surrounding environment, it will initially be friendly toward you. </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , interaction "><div class="sheet-traitName"> Commune • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you commune with nature → You contact a spirit of the land (a silver stag forest spirit, a rock elemental mountain spirit, a spectral wolf spirit of the hunt, etc). These spirits are effectively demigods and can powerfully shape their domain. Appeasing or angering them can have dramatic effects. </div></div>
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||
<div class="sheet-exampleTrait" title=" nature , interaction "><div class="sheet-traitName"> Gaze into the Wyrd • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you study the strands of fate → Name two things. If they are connected or interrelated in any way, the GM tells you how. </div></div>
|
||
<div class="sheet-exampleTrait" title=" nature , interaction "><div class="sheet-traitName"> Tree Speaker </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> You can communicate with trees and other large plants. </div></div>
|
||
<div class="sheet-exampleTrait" title=" nature , interaction "><div class="sheet-traitName"> Fey Courtship • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you charm a creature → The creature falls obsessively in love with you and will do anything to have you. Different creatures pursue this goal in very different ways (jealously lock you away, shower you with gifts, club you over the head and drag you away, etc). This love for you gradually fades after about 1 week of not seeing you. </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , combat "><div class="sheet-traitName"> Blood Sacrifice </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Once each round, at any point, you can take one-tenth damage (absolutely nothing can prevent this damage) and bolster. </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , combat "><div class="sheet-traitName"> Hex • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you hex someone → Bolster. Hex a creature within a close distance with bad luck. Whenever it attempts a combat action, something bad occurs in addition to its normal action regardless of how well it rolls (the GM decides what). </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , combat "><div class="sheet-traitName"> Pound of Flesh </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> At any point, write on your character sheet all of the effects of a single attack made against you. For the next 5 minutes or so, you can’t write down new attacks in this way and you can cross off the attack to inflict identical effects against a creature within a midrange distance. </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , combat "><div class="sheet-traitName"> Soul Barter </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you see a creature die, you can send its soul to your patron and choose one of the options below. The soul takes several minutes to arrive. Your patron can only hold 1 soul at a time. <ul><li>Barter: Your patron holds the soul and contacts you to negotiate its release. If you meet agreeable terms, the deceased returns to life in the next day or so indebted to your patron; otherwise, it dies normally. If you die, you can similarly negotiate for your own life.</li> <li>Offer: Your patron does whatever it pleases with the soul. This improves your patron’s opinions of you.</li> <li>Sacrifice: Write the creature’s name on your character sheet. At any point, cross it off to gain a fraction of the deceased’s power (a boost to a stat, a temporary trait, a physical feature, etc).</li></ul> </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , combat "><div class="sheet-traitName"> Summon Servant • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you gain this trait, work with your GM to determine what types of creatures you can summon, and restrictions (you can only have 1 at a time, the process is draining, they’re rebellious, etc).Describe how you summon a minion → Summon a creature that is your level or lower. It will do whatever it pleases, but it will obey you if your orders coincide with its instincts. </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , combat "><div class="sheet-traitName"> Unspeakable Horror • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you horrify a creature → Bolster. Terrify a creature within a close distance. Resisting. </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , exploration "><div class="sheet-traitName"> Circle of Binding • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you create a binding circle → Walk in a circle that is no more than a far distance across. When you are finished, you create an impervious barrier that no creature can pass or circumvent. Work with your GM to determine what causes the prison to end (time passes, a certain item is brought before the prison, an event occurs, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , exploration "><div class="sheet-traitName"> Conjuration • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you complete a conjuring ritual → You separate part of your or a willing creature’s soul into an object (an infernal contract, a crystallized fragment of your soul, a vial of your blood, etc). The possessor can expend it as a simple action to summon that person to their location. </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , exploration "><div class="sheet-traitName"> Defile • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you imbue a feature of the terrain that you are touching with your patron’s power → So long as the feature of the terrain remains intact, corruption gradually spreads outward (the GM decides how quickly). Your patron changes the surrounding area to better suit its tastes (a demon makes it rain ash and fire, a fey queen makes an area dangerously overgrown and enchanted, an entity from beyond fills the area with shadow and madness). Creatures in the area increase rolls they make to take advantage of the modified terrain. </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , exploration "><div class="sheet-traitName"> Portal • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you create a portal → You create a portal to your patron’s home, allowing travelers to freely pass between realms. Anybody near the portal can directly contact your patron, and your patron can manifest through the portal if the conditions are right. </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , exploration "><div class="sheet-traitName"> Trial by Fire • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you leave your plane → You enter the border between realms, taking willing travelers with you. This allows you to travel very long distances in a short amount of time; however, you may expose yourself to the dangers of planar travel. </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , interaction "><div class="sheet-traitName"> Binding Contract </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> If you like, contracts and agreements that you sign, notarize, or mediate are fully binding. Their terms are magically enforced (If someone signs a contract saying they will never speak of an event, then they forever lose the ability to speak of it). You must mention that the terms are fully binding (mentioning it in barely readable fine text is acceptable). </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , interaction "><div class="sheet-traitName"> Blissful Agony • Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you inflict physical sensations → Force a creature you are touching to experience any physical sensation you want. This doesn’t deal damage. </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , interaction "><div class="sheet-traitName"> Blood Link • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you create a blood link → You must destroy something that is important to someone (a vial of their blood, their relative, their prized possession, etc). Then, work with your GM to temporarily gain otherworldly power over them (force them to experience pain, temporarily steal some of their power, paralyze them, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , interaction "><div class="sheet-traitName"> Dark Bargain </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> At any point, gain creative license to temporarily channel your patron’s power (gain one of your patron’s traits as a temporary trait, call your patron to this plane, learn the answer to any question, etc). However, this power comes at a price (you permanently change to become more like your patron, you must fulfill a favor, you must make a sacrifice, etc). The more power you channel, the greater the price. </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , interaction "><div class="sheet-traitName"> Dark Visions • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you manipulate someone → Choose one option for a creature that you’re speaking with: <ul><li>Dark Desires: Learn their darkest, most twisted desire.</li> <li>Twisted Thoughts: Make the target permanently insane (they gain a phobia, they hear voices, they hallucinate, etc).</li></ul> </div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism , interaction "><div class="sheet-traitName"> Devious </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Increase all rolls you make to negotiate, exploit the law, and corrupt. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , combat "><div class="sheet-traitName"> Archon </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> At any point, describe how you transcend physical limits → Until you leave this state (which you can do at any point), you have the following: <ul><li>You roll +1 damage die.</li> <li>You are immune to damage and debuffs except for instant death damage (falling off a cliff, swimming in lava, crushed by a cave in, etc).</li> <li>You bleed and you can’t be healed. Absolutely nothing (including block and soak) prevent or mitigate this damage.</li> <li>When Archon ends, you fall unconscious for no more than a day.</li></ul> </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , combat "><div class="sheet-traitName"> Confusion • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you cause confusion → Confuse a creature within a midrange distance. While confused, it acts erratically (attack allies, move someplace illogical, toss aside a valuable item, etc). Resisting. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , combat "><div class="sheet-traitName"> Dancing Weapon </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> You can make combat actions as if you are standing in any space within a midrange distance. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , combat "><div class="sheet-traitName"> Force Wave • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you unleash a wave of force → Bolster and push all adjacent creatures or creatures in a cone away a midrange distance. If you push only 1 creature, push it a far distance instead. Then, immobilize the targets. Resisting. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , combat "><div class="sheet-traitName"> Mind Control • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you take control → A creature within a close distance gains a turn to immediately resolve, which you control. During that turn, you can treat one of its rolls as if it had the same result as your Mind Control roll. Resisting. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , combat "><div class="sheet-traitName"> Prescience • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you gaze into the future → Bolster. Select a visible creature. The GM gives you several options for that creature’s next turn. Choose 1; the GM must have that creature attempt to fulfill that option. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , combat "><div class="sheet-traitName"> Reverse Trajectory </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> You can spend 1 advantage to turn a visible ranged attack back against the attacker and make it automatically hit. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , exploration "><div class="sheet-traitName"> Astral Projection • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you transcend the physical realm → You enter a nonphysical realm (astral plane, dreamscape, shadow realm, etc), or return to your physical realm. You may bring creatures within a close distance with you. Work with your GM to determine the qualities and contents of this nonphysical realm. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , exploration "><div class="sheet-traitName"> Etheric Sight </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Increase all rolls you make to see things.You perfectly remember everything that you see.You can see extremely small and extremely distant things. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , exploration "><div class="sheet-traitName"> Foresight • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once each session, describe how you gaze into the future → The GM tells you several events that are likely to happen (a deadly trap will spring, a change of heart turns the tide of battle, a powerful spell will backfire, etc). Choose one and write it on your character sheet. At any point, cross it off to have the event come to pass. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , exploration "><div class="sheet-traitName"> Psychic Resonance </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you touch an object, you can ask any question about the item’s previous owner, which the GM must answer honestly. You can only do this once for each object each day. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , exploration "><div class="sheet-traitName"> Sensory Link • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you create a sensory link with a creature that you touch → For the next day or so, you can experience the world through the target’s senses whenever you want. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , exploration "><div class="sheet-traitName"> Telekinesis </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can exert force and manipulate objects out to a far distance. You can manipulate any combination of objects as long as they collectively don’t exceed your approximate size. Extenuating factors (concentrating for several minutes, tapping into a power source, collaborating with other telekineticists, etc) may allow you to ignore that limitation. Roll -1 damage die if you use this to attack. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , interaction "><div class="sheet-traitName"> Dominate • Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Once each session, describe how you dominate someone’s mind → Gain creative license to mind control a visible creature that isn’t significantly more powerful than you for about 1 hour. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , interaction "><div class="sheet-traitName"> Lobotomize • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you access the mind of a creature you’re touching → Add or remove a memory or personality trait for the target. You can’t make the target forget how to do things (swing a sword, read, cast spells, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , interaction "><div class="sheet-traitName"> Psychic Impression </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> At any point, select a characteristic (intelligence, strength, attractiveness, etc). Others perceive you as having that characteristic for the next several hours. During this time, increase a single roll you make to use the characteristic. You can’t select another characteristic until the effect wears off. </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , interaction "><div class="sheet-traitName"> Read Mind • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you invade the thoughts of a visible creature → Choose one:<ul><li>Access Memory: Ask a question about the target’s beliefs, personality, or memories, and the GM must answer honestly.</li><li>Hear Thoughts: The GM must tell you what the target is thinking and feeling until it is no longer under your gaze</li></ul> </div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics , interaction "><div class="sheet-traitName"> Suggestion • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe manipulating someone → You give that person an idea. They believe that it is an excellent idea as long as it doesn’t seriously risk their health and happiness. </div></div>
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||
<div class="sheet-exampleTrait" title=" psionics , interaction "><div class="sheet-traitName"> Telepathy </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> You can telepathically communicate with creatures within a far distance. Also, write the name of your closest companion on your character sheet. You can telepathically communicate with that companion over any distance, physical or otherwise. </div></div>
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||
<div class="sheet-exampleTrait" title=" savagery , combat "><div class="sheet-traitName"> Bloodlust </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> If your life is less than or equal to half your maximum life, you roll +1 damage die.If your life is less than or equal to your toughness, you roll an extra +1 damage die. </div></div>
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||
<div class="sheet-exampleTrait" title=" savagery , combat "><div class="sheet-traitName"> Devastation </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you spend advantage on an attack, gain creative license to utterly demolish an unimportant feature of the terrain. The GM decides the consequences (creatures stuck under debris, slowing rubble, massive crushing damage, etc). </div></div>
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||
<div class="sheet-exampleTrait" title=" savagery , combat "><div class="sheet-traitName"> Rage </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Once on each of your turns, describe how your rage builds → You roll +1 damage die and others roll +1 damage die against you until combat ends, or until you become immune to damage. Stacks. </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery , combat "><div class="sheet-traitName"> Rampage </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you personally defeat a worthy opponent, describe it in gruesome detail → Select a spectator and choose an option below: <ul><li>Frenzy: The next time you attack the spectator this combat, increase the roll and roll +2 damage die against it. Resisting.</li><li>You’re Next! Terrify the target. Resisting.</li></ul> </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery , combat "><div class="sheet-traitName"> SMASH! • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you make a brutal attack → Reduce the target’s block to 0 (this is a debuff) and destroy all of its buffs. Then, deal melee damage to it. </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery , combat "><div class="sheet-traitName"> Unchained, Unbroken </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Once each combat, at any point, describe how you break free → Remove all of your debuffs and gain 1 advantage for each one. You are immune to those debuffs for the rest of this combat. </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery , exploration "><div class="sheet-traitName"> Gut Instinct </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once for each situation, you can have the GM describe your gut reaction (an uncomfortable chill crawls up your spine, the merchant is hiding something, you feel perfectly calm and safe here, etc). Your gut is never wrong. </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery , exploration "><div class="sheet-traitName"> Spirit Guide </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you gain this, work with the GM to create a spirit guide (a ghostly animal, your honored ancestors, your blood-soaked weapon, etc). Your spirit guide will always give you useful guidance when you ask for it, but it’s up to you to decipher its cryptic messages. </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery , exploration "><div class="sheet-traitName"> Unstoppable Force </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once each session, describe how you power through → Gain creative license to overcome an obstacle in the environment that separates you from your goal. </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery , exploration "><div class="sheet-traitName"> Warpath </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> At any point, you can ask what enemies stand before you on your life path. The GM must answer honestly and share a relevant fact about each enemy. </div></div>
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||
<div class="sheet-exampleTrait" title=" savagery , exploration "><div class="sheet-traitName"> What is Good in Life? </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you gain this trait, the GM asks you “What is good in life?” and you must answer (crushing enemies, warm food and warm lovers, glory, etc). Whenever you want, the GM must tell you where you can indulge in that pleasure. Increase all rolls you make to get there. </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery , interaction "><div class="sheet-traitName"> Carouse • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Roleplay partaking in hedonistic revelry → Choose one: <ul><li>A Night to Forget: Wake up hours later in an exciting location or strange predicament.</li><li>Notoriety: Gain a notorious local reputation and attract the attention of someone important.</li><li>Put “Arouse” in “Carouse” Gain a posse of like-minded admirers, lovers, and hangers-on.</li></ul> </div></div>
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||
<div class="sheet-exampleTrait" title=" savagery , interaction "><div class="sheet-traitName"> Challenge! • Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Roleplay publicly challenging someone → Depending on the roll and the context, one of you names a contest. The winner of the contest steals a significant portion of the loser’s social status, public respect, and followers (refusing the challenge counts as losing). </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery , interaction "><div class="sheet-traitName"> Instigator • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Roleplay starting trouble → You and the GM each select a person or group. Gain creative license to make a fight or heated confrontation break out between them. </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery , interaction "><div class="sheet-traitName"> Large and in Charge </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Increase all rolls you make to intimidate, scare, and coerce. </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery , interaction "><div class="sheet-traitName"> Noble Savage </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> After you perform a heroic deed, select someone who saw the deed or the deed’s aftermath. If they are normally attracted to your race and gender, they become hopelessly infatuated with you. </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery , interaction "><div class="sheet-traitName"> Not Getting Paid Enough • Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Once each session, describe how you intimidate someone → Gain creative license to make a creature within a far distance that isn’t significantly more powerful than you surrender or flee. </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , combat "><div class="sheet-traitName"> Duck </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Whenever an attack against you misses, you can have that attack automatically hit another creature that it logically could have struck. </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , combat "><div class="sheet-traitName"> Mark for Death • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you set up an enemy for defeat → Bolster. Select a visible enemy. Everyone rolls +1 damage die against that target this combat. </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , combat "><div class="sheet-traitName"> Murder </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Whenever you spend advantage on an attack, roll +1 damage die. </div></div>
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||
<div class="sheet-exampleTrait" title=" thievery , combat "><div class="sheet-traitName"> Sneak Attack </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you successfully attack an unsuspecting victim, the target can’t speak for about 1 minute and you choose one:<ul><li>Backstab: Roll +2 damage die.</li> <li>Knife to the Throat: Don’t deal damage and hold the target. If it would logically fear your threat, the target obeys your commands while you maintain the hold. When you end the hold, you can damage the target.</li> <li>Sap: If logical, knock the target unconscious instead of dealing damage.</li></ul> </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , combat "><div class="sheet-traitName"> Tumble </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Once each combat, at any point, end all slow, immobilize, and hold effects on you. Then, make a free movement. If this movement makes you an ineligible target for an incoming attack, that attack misses you. </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , exploration "><div class="sheet-traitName"> Another Way In </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you fall, lower the severity from deadly to dangerous, or from dangerous to safe.Increase all rolls you make to infiltrate secure locations, climb, and balance. </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , exploration "><div class="sheet-traitName"> Case the Joint • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you observe a location → The GM must honestly answer up to 3 of your questions about the location’s defenses and secrets (what the guards’ patrol routes are, if there are any secret entrances, where traps are located, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , exploration "><div class="sheet-traitName"> Deft Fingers </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Increase all rolls you make to pick locks, disarm traps, pick pockets, and perform sleight of hand. </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , exploration "><div class="sheet-traitName"> Escape </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once each session, gain creative license to escape (pull a lever to reveal a hidden escape tunnel, vanish in a cloud of smoke, step into a crowd and disappear, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , exploration "><div class="sheet-traitName"> Lurker </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Increase all rolls you make to sneak and hide.Others can’t track you or those who travel with you. </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , exploration "><div class="sheet-traitName"> The Perfect Crime </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Whenever you commit a crime or dirty deed, choose one: <ul><li>No Trace: Unless you’re caught red-handed, you leave behind no useful evidence.</li> <li>Scapegoat: You convincingly frame someone else for the crime.</li> <li>Time to Act: Authorities are extra slow to arrive on the scene.</li></ul> </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , exploration "><div class="sheet-traitName"> Vanish </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> If nobody has seen you for several minutes and you are free to travel (you aren’t tied up or locked away), announce that you vanish. Nobody knows where you are (including the GM), so you skip your turns. At any point, you can emerge from any area that you logically could have reached. </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , interaction "><div class="sheet-traitName"> Friends in Low Places • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Roleplay pulling strings with shady individuals → Select one of the following: a lookout, a thug, a forger, a spy, or a thief. You come in contact with someone whose skills match the description, and will freely help you commit a crime. </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , interaction "><div class="sheet-traitName"> Hustle </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Three times each session, name someone and ask the GM one of the following questions about them. The GM must answer honestly. <ul><li>Bribe: Will they accept a bribe, and how much do they want?</li><li>Blackmail: Where can I find evidence of their dirtiest secret?</li><li>Extortion: What will they do if I threaten their well-being?</li></ul> </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , interaction "><div class="sheet-traitName"> Rumor Mill • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Roleplay spreading rumors → Spread 3 plausible lies through the community. The GM secretly selects one and makes it true. </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , interaction "><div class="sheet-traitName"> Safe House </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> You know the location of all safe houses, which are common criminal havens that are well hidden or disguised as legitimate establishments. They are considered neutral ground, and they have resources for criminals (black market wares, thugs for hire, smuggler’s tunnel out of the city, etc). You and your present allies can safely access these safe houses. </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , interaction "><div class="sheet-traitName"> Second Identity </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you gain this trait, work with the GM to develop a complete second identity (name, friends, contacts, paperwork, a home, a job, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , interaction "><div class="sheet-traitName"> Silver Tongue </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Increase all rolls you make to lie, trick, and deceive. </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery , interaction "><div class="sheet-traitName"> Sudden but Inevitable Betrayal • Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Once each session, describe how you signal a creature within a far distance that isn’t significantly more powerful than you → The target has secretly been working for you all along! </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , combat "><div class="sheet-traitName"> Black Arrow </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> At any point, describe how you load your last ammo → If your next ranged shot is even theoretically possible, you hit with perfect accuracy and incredible power (work with the GM to determine what that means). Then, you’re all out of ammo. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , combat "><div class="sheet-traitName"> Called Shot • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you shoot a body part → Deal ranged damage and choose one option below. Each option is resisting. Arm: Disable the target. Head: Blind the target. Leg: Immobilize the target. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , combat "><div class="sheet-traitName"> Eagle Eye </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> The maximum range of your ranged attacks significantly exceeds normal limitations. Work with your GM to determine what that means. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , combat "><div class="sheet-traitName"> Set Trap • Slow Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you set a trap → You create a well-hidden trap in an adjacent square, covering spaces in a blast. When a creature enters the area, the trap triggers and you deal melee damage to it (no attack roll required). Choose one option for the trap: Cripple: Slow the target for about 1 hour. Others increase rolls to track it during this time. Kill: Roll +1 damage die and ignore block. Snare: Immobilize the target for about 5 turns. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , combat "><div class="sheet-traitName"> Take Aim • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you carefully take aim → Bolster. Roll +1 damage die on your next ranged attack this combat. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , combat "><div class="sheet-traitName"> Volley • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you unleash a volley → Deal ranged damage to 2 creatures. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , exploration "><div class="sheet-traitName"> Big Game Hunter </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> At any point, you can have the GM tell you about all dangerous and noteworthy monsters in the area, reveal their locations to you, and tell you a relevant fact about each. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , exploration "><div class="sheet-traitName"> Hunter’s Quarry </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you gain this trait, work with the GM to select a specific creature type (dragons, members of the Southern Kingdom, elves, etc). Increase all rolls you make to hunt, capture, or kill those creatures. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , exploration "><div class="sheet-traitName"> Know the Path </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once each session, name something that you seek and the GM must tell you where to find it. If it moves, you know where it is for the next several hours. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , exploration "><div class="sheet-traitName"> Lay of the Land </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once for each area, you can have the GM create a rough map of the region and show it to you. The GM must reveal new information on the map. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , exploration "><div class="sheet-traitName"> Survivalism </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Increase all rolls you make that relate to survivalism.You can survive indefinitely in the wilderness by living off of the land, no matter how harsh the conditions are. You can support up to 5 other people. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , exploration "><div class="sheet-traitName"> Tracker </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Increase all rolls you make to track. You have a perfect sense of direction. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , exploration "><div class="sheet-traitName"> Vigil </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You are always considered to be watchful and alert, even while asleep.At any point, you can have the GM tell you if you are in current or impending danger. If you are, the GM must honestly answer one of your questions about the danger. → Explain how you learned about the danger. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , interaction "><div class="sheet-traitName"> Bounty Hunter </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> At any point, if you aren’t already pursuing a bounty, you can have the GM tell you of a side quest in the immediate area (capture a person, kill a monster, retrieve an item, etc) with a hefty reward. The GM must honestly answer 3 questions you ask about the bounty. If you like, you can force the GM to tie the side quest into your current quest. → Explain how you know about the bounty. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , interaction "><div class="sheet-traitName"> Detective </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Increase all rolls you make to interrogate, discern lies, and gather information. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , interaction "><div class="sheet-traitName"> Lone Wolf • Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you discourage social interaction → Others will completely ignore you as long as you look like you belong and you don’t do anything alarming. Afterward, they will forget everything about your features and actions, vaguely remembering you as “just some person.” </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , interaction "><div class="sheet-traitName"> Perks of the Job </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Once each session, choose one benefit for your current quest: Advance: Your quest-giver will give you a significant portion of the reward in advance. Aid: Name something that will help you complete the quest (transportation, special tools, a servant, etc) and an interested person will freely give it to you. Fame: Word of your quest travels far and wide. </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking , interaction "><div class="sheet-traitName"> Trophy </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> After overcoming a worthy challenge, keep something from the ordeal as a trophy and write it on your character sheet. At any point, cross off a trophy and openly display it. Others instantly recognize the trophy and understand what you had to do to get it. They treat you with profound adoration, respect, or fear. </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , combat "><div class="sheet-traitName"> Clone • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you create a clone → You create a clone of yourself, which you control. You and your clone share actions, damage, buffs, and limited-use traits; however, you each have separate move actions and simple actions. You and your clone can’t create other clones. You can touch your clone to safely terminate it. </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , combat "><div class="sheet-traitName"> Mimicry </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Whenever you see a creature use a trait, you can lose your current mimicked trait and gain that trait as a temporary trait for about 1 hour. Each trait you mimic is resisting (you need a full night’s rest before you can copy that trait again). </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , combat "><div class="sheet-traitName"> Regeneration </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> You regenerate every 10 seconds or so (typically once per combat round). </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , combat "><div class="sheet-traitName"> Shapeshift • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you gain this trait, work with the GM to create an alternate form with equal strengths (you are huge and powerful, you deal extra damage, you quickly heal wounds, etc) and weaknesses (you can’t control when you transform, you become feral, the form drains your strength, etc). Write the form on your character sheet.Describe how you change forms → Bolster. You transform into your alternate form, or back to your original form. </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , exploration "><div class="sheet-traitName"> Chameleon Skin • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you change colors → You blend into your surroundings. If you remain perfectly motionless, you are effectively invisible. </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , exploration "><div class="sheet-traitName"> Clay Body </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Your body is malleable (bend your body like rubber, reach or attack others within a close distance, squeeze through a keyhole, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , exploration "><div class="sheet-traitName"> Grow / Shrink • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you grow or shrink → Increase or decrease your size by up to 2 steps from your original size. Doesn’t stack. </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , exploration "><div class="sheet-traitName"> Perfect Replica • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you change an object’s appearance → Perfectly replicate the appearance of anything (forge a signature, fake a magic item, disguise a door as part of the wall, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , exploration "><div class="sheet-traitName"> Shape Flesh • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you transform into an object → You transform into an inanimate object, or back into your original form. While you are an object, you retain your senses and you can’t act. </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , exploration "><div class="sheet-traitName"> Transmute • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you change the physical makeup of an object → Choose one: Change a property of 1 space of material (it becomes considerably tougher, it becomes transparent, it doubles or halves in size, etc). Change 1 space of material into a different, similar material (sand into stone, coal into oil, wood into paper, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , interaction "><div class="sheet-traitName"> A Thousand Masks • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you gain this trait, work with the GM to determine restrictions (you can’t use it on others, you can’t change gender, you can’t mimic specific individuals, etc). Describe how you transform someone you’re touching → You change the target’s appearance however you like, which lasts for the next day or so. This change is only cosmetic. </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , interaction "><div class="sheet-traitName"> Change of Heart • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you convince somebody to change their outlook → Reverse an aspect of the target’s personality for several hours (a selfless person becomes selfish, a cruel person becomes benevolent, an untrusting person becomes trusting, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , interaction "><div class="sheet-traitName"> Impersonator </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Increase all rolls you make to mimic, forge, and impersonate. </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , interaction "><div class="sheet-traitName"> Polymorph • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you transform a defeated or willing creature that you are touching → Change the target into any other creature you want. The new form can’t be stronger than the old form (you can turn a dragon into a squirrel, but not a squirrel into a dragon). If used on a player, they rechoose all stats and traits, ignoring retraining restrictions. Creatures can be polymorphed only once. </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , interaction "><div class="sheet-traitName"> The Curse </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> When you gain this trait, work with the GM to determine how your curse spreads to make others more like you (your blood parasites turn people into zombies, your infectious bite turns people into werewolves at the next full moon, you can inscribe a tattoo that turns someone’s flesh to stone, etc). When you spread your curse to a suitable target, it replaces one of its traits with The Curse and begins to transform. Afterward, the target’s disposition towards you greatly improves. </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation , interaction "><div class="sheet-traitName"> Transcendent Voice </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> You can speak as loud as thunder.You can perfectly replicate any sound that you’ve heard before, including volume. </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , combat "><div class="sheet-traitName"> Dead Nerves </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> You are immune to disease and terror. When you fall to 0 life, you remain conscious, you can continue to act, and you don’t have to roll to stabilize. This effect lasts for about 10 minutes, or until you take damage. </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , combat "><div class="sheet-traitName"> Death Curse • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Once each session, describe how you invoke death → Gain creative license to kill a creature within a far distance that isn’t significantly more powerful than you. </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , combat "><div class="sheet-traitName"> Plaguebearer </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> When you gain this trait, work with your GM to create a disease and write it on your character sheet. You can spread this disease by its normal transmission method or through a damaging attack. Creatures that you personally infect experience early symptoms immediately, and late symptoms in a matter of seconds of minutes; roll to determine how soon. You are immune to this disease. </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , combat "><div class="sheet-traitName"> Raise Dead • Slow Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you return a dead creature to unlife → The target reanimates as an undead slave that you control. It has the same attributes it had in life, fully healed. Work with your GM to determine the dire cost (it will try to break free of your control and betray you, it slowly drains your life essence, its soul will haunt you upon release, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , combat "><div class="sheet-traitName"> Undying </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Work with the GM to create a death condition (decapitated, destroyed phylactery, staked in the heart, etc). Unless you die under those conditions, gain creative license to reanimate within about 1 day to 1 week (the GM decides when) with full life. You are temporarily weakened (the GM decides how and for how long). If you die and don’t have this trait, you can work with your GM to permanently sacrifice something (memories, your humanity, stats, etc) and immediately gain this trait. </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , combat "><div class="sheet-traitName"> Vampirism </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Whenever you make an attack that damages a worthy creature, heal one-tenth of your life. </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , exploration "><div class="sheet-traitName"> Despoiler • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you spread necrotic energy → You cause everything within a midrange distance to wither, rot, or age 100 years (food rots, iron bars rust, wooden doors mold and crack, etc). This doesn’t affect creatures. </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , exploration "><div class="sheet-traitName"> Foul Appetite • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you gain this trait, work with the GM to create a foul appetite (eat living flesh, drink blood, absorb nightmares, etc). This is now the one and only biological need you must regularly satisfy. Work with the GM to determine what happens when you satisfy it (enhanced senses, renewed youth, accelerated healing, etc), and what happens when you don’t satisfy it (crippling pain, cracked and bloody skin, uncontrollable bloodlust, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , exploration "><div class="sheet-traitName"> Haunt • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you haunt an area → Work with the GM to determine how your essence haunts an area (a haunted house won’t let guests leave, a haunted forest attracts undead spirits, a ship gains an undying ghostly crew, etc). You can only haunt one area at a time. </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , exploration "><div class="sheet-traitName"> Hunt the Living </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> When you gain this trait, work with the GM to determine how you can detect and track the living (smell fear, hear heartbeats, sense nightmares, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , exploration "><div class="sheet-traitName"> Unlife and Unlimb </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can attach and reattach your body parts. You can control your detached body parts and sense the world through them (feel with a detached finger, see with a detached eyeball, crawl with a detached hand, etc). If you ever lose a body part, you can reattach a similar body part from another creature and it becomes part of your body (this never affects your attributes). </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , exploration "><div class="sheet-traitName"> Wraith Form • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you become incorporeal → You and your equipment become ethereal, or you return to your normal form. </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , interaction "><div class="sheet-traitName"> Aura of Death • Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you emit a chilling aura → You emit an invisible aura of death out to a midrange distance for about 1 minute. Living creatures feel the aura as an unsettling, sinking feeling that is deeply disturbing. They gain the overwhelming desire to leave the aura as quickly as possible unless they have an extremely good reason to stay. </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , interaction "><div class="sheet-traitName"> Audience with the Reaper </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you reach out to the realm beyond → You contact Death itself. Death can spare the dying, revive the dead, kill the living, or reveal information about its dark work — but always at a price. </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , interaction "><div class="sheet-traitName"> Medium • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you contact dead spirits → You draw forth a dead spirit, who must speak with you. However, it is under no obligation to be helpful. You can draw forth a specific spirit if you are near something that was important to it in life. </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath , interaction "><div class="sheet-traitName"> Possess • Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Describe how you possess a corpse or helpless creature that you’re touching → You vanish and take control of the target’s body. You and the possessed can hear each other’s thoughts, you use the possessed creature’s attributes instead of your own (you retain access to this trait), and you take the same damage that the possessed body takes. When the possession ends, you reappear in an adjacent space. The possession ends when it should logically end (you enter hallowed ground, someone performs an exorcism, the willingly leave the host, etc). </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare , combat "><div class="sheet-traitName"> A Hundred Scars, a Hundred Lessons </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> After each combat, write on your character sheet the description of a new scar and the lesson you learned from it (don’t forget to duck, fire hurts, kill the wizard first, etc). If one of your lessons ever applies to your situation, cross it off to greatly decrease or greatly increase a roll involving you. </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare , combat "><div class="sheet-traitName"> Bulwark </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Ignore the heavy armor penalty. If you are wearing heavy armor or wielding a shield, you have +5 block against ranged attacks, and you are immune to cones, blasts, and lines. </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare , combat "><div class="sheet-traitName"> Cleave </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe a sweeping attack → Deal melee damage to as many adjacent characters as you like. </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare , combat "><div class="sheet-traitName"> Crowd Control • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how control the flow of combat → Deal melee damage and choose one: Disarm: Disable the target. Resisting. Lock Down: The target can’t move away from you for 1 turn. Shove: If it is logical for you to do so, push the target up to your movement distance, moving into the spaces it vacates. </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare , combat "><div class="sheet-traitName"> Do or Die • Action </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Describe how you engage an enemy in single combat → Do one of the following based on your roll. Nobody can increase or decrease the roll. Good or Very Good: Deal damage to the target with a +25 damage bonus. Mixed: Describe how your showdown continues → Roll for Do or Die again. Bad or Very Bad: The target deals damage to you with a +25 damage bonus. </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare , combat "><div class="sheet-traitName"> Guardian </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> You can intercept attacks to become the new target if you are in a position where you could logically do so. When you do this, the creature you protect bolsters. </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare , combat "><div class="sheet-traitName"> Master of Arms </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> You are immune to disable.You have 2 additional weapon keywords (refer to the items section). </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare , combat "><div class="sheet-traitName"> Perfect Defense </div><div class="sheet-traitType"> combat </div><div class="sheet-traitDescription"> Once each combat, at any point, completely ignore all negative effects of an attack against you and bolster. </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare , exploration "><div class="sheet-traitName"> Athlete </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Increase all rolls you make to jump, climb, swim, and lift heavy objects. </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare , exploration "><div class="sheet-traitName"> Blood on the Wind • Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you sense combat → The GM tells you the approximate location of all recent, current, or impending fights in the area, as well as a relevant fact about each battle. </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare , exploration "><div class="sheet-traitName"> Cold Read • Slow Action </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Describe how you examine someone with a critical eye → The GM tells you how strong that creature is in relation to you, as well as a useful fact about its fighting capabilities. </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare , exploration "><div class="sheet-traitName"> Know Thy Foe </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> If you know extensive details about a specific creature, gain 3 advantage to use involving that creature. </div></div>
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||
<div class="sheet-exampleTrait" title=" warfare , exploration "><div class="sheet-traitName"> Sheer Determination </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> You can ignore the need to sleep, eat, and rest for 1 week. Increase all rolls you make to endure long-lasting hardship (complete long marches, hold your breath, carry a wounded ally, etc). </div></div>
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<div class="sheet-exampleTrait" title=" warfare , exploration "><div class="sheet-traitName"> Tactical Reposition </div><div class="sheet-traitType"> exploration </div><div class="sheet-traitDescription"> Once each session, gain creative license to remember a strategically useful site (a hidden cave, an abandoned fortress, an old stockpile of weapons, etc) in the region. </div></div>
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<div class="sheet-exampleTrait" title=" warfare , interaction "><div class="sheet-traitName"> Bound by Blood </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> After each fight or ordeal, describe how you bond with an ally who had your back → Both of you write on your character sheets that you are bound by blood. You can have up to 5 such bonds at a time. At any point, one of you can cross of your bond (expending both bonds) and choose one: Bond of Friendship: The GM tells you the bonded person’s condition (alive, wounded, distressed, etc), and which way to go to reach them. Bond of Power: Gain creative license to temporarily invoke the bonded person’s power (use one of their stats, remember a fact they would know, gain one of their traits as a temporary trait, etc). </div></div>
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<div class="sheet-exampleTrait" title=" warfare , interaction "><div class="sheet-traitName"> It’s Quiet… Too Quiet </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Whenever there’s a lull in the action, gain creative license to introduce an interesting complication with meaningful rewards (you hear someone scream for help, an important person arrives, your quest suddenly becomes more dangerous and more lucrative, etc). </div></div>
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<div class="sheet-exampleTrait" title=" warfare , interaction "><div class="sheet-traitName"> Motley Crew </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Once each session, write one of the following on your and your allies’ character sheets: the muscle, the face, the fixer, the brain, the lookout, the inside agent, and the support. Anybody can cross off their descriptor to increase a roll that relates to it. </div></div>
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<div class="sheet-exampleTrait" title=" warfare , interaction "><div class="sheet-traitName"> War Stories • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> Roleplay telling a war story from your past, or invoke your veteran status → Choose one: Honor: Earn someone’s profound respect, even if it’s begrudging respect. Remembrance: Someone shares a revealing war story of their own. Strength: Someone backs down from you. </div></div>
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<div class="sheet-exampleTrait" title=" warfare , interaction "><div class="sheet-traitName"> Warrior’s Honor • Slow Action </div><div class="sheet-traitType"> interaction </div><div class="sheet-traitDescription"> After combat, roleplay banter with one of your enemies → Their disposition towards you significantly improves. </div></div>
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<div class="sheet-exampleTrait" title=" alchemy "><div class="sheet-traitName"> Alchemy </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/SpgNxuS.jpg"/></div></div>
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<div class="sheet-exampleTrait" title=" arcane "><div class="sheet-traitName"> Arcane </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/zodknOS.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
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<div class="sheet-exampleTrait" title=" artifice "><div class="sheet-traitName"> Artifice </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/kD5X1J4.jpg"/> </div></div>
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<div class="sheet-exampleTrait" title=" bardic lore "><div class="sheet-traitName"> Bardic Lore </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/oWHiqj7.jpg"/> </div></div>
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<div class="sheet-exampleTrait" title=" beast "><div class="sheet-traitName"> Beast </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/iFyIIES.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
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<div class="sheet-exampleTrait" title=" command "><div class="sheet-traitName"> Command </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/fbxCJQX.jpg"/> </div></div>
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<div class="sheet-exampleTrait" title=" dragon "><div class="sheet-traitName"> Dragon </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/9o4nH5R.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
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<div class="sheet-exampleTrait" title=" elements "><div class="sheet-traitName"> Elements </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/zsA1ads.jpg"/> </div></div>
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<div class="sheet-exampleTrait" title=" faith "><div class="sheet-traitName"> Faith </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/hsIe1LY.jpg"/> </div></div>
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<!-- <div class="sheet-exampleTrait" title=" heritage "><div class="sheet-traitName"> Heritage </div><div class="sheet-traitDescription"> <img src="https://i.imgur.com/9PpuMCn.jpg"/><div class="sheet-artistCredit">artwork by Dakota Curry <br/> https://dakotacurryart.weebly.com </div></div></div> -->
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<div class="sheet-exampleTrait" title=" martial arts "><div class="sheet-traitName"> Martial Arts </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/6lVjI81.jpg"/> </div></div>
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<div class="sheet-exampleTrait" title=" nature "><div class="sheet-traitName"> Nature </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/Cebw9sY.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
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<div class="sheet-exampleTrait" title=" occultism "><div class="sheet-traitName"> Occultism </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/C0J3OGT.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
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<div class="sheet-exampleTrait" title=" psionics "><div class="sheet-traitName"> Psionics </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/9eLEm9M.jpg"/> </div></div>
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<div class="sheet-exampleTrait" title=" savagery "><div class="sheet-traitName"> Savagery </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/T4vpG62.jpg"/> </div></div>
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<div class="sheet-exampleTrait" title=" thievery "><div class="sheet-traitName"> Thievery </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/F5eRgDl.jpg"/> </div></div>
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<div class="sheet-exampleTrait" title=" tracking "><div class="sheet-traitName"> Tracking </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/NuABBUm.jpg"/> </div></div>
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<div class="sheet-exampleTrait" title=" transformation "><div class="sheet-traitName"> Transformation </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/uJyNUDQ.jpg"/> </div></div>
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<div class="sheet-exampleTrait" title=" undeath "><div class="sheet-traitName"> Undeath </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/adXPIbh.jpg"/> </div></div>
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<div class="sheet-exampleTrait" title=" warfare "><div class="sheet-traitName"> Warfare </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/Kg15ctJ.jpg"/> </div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Acid</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can dissolve a handheld item or an equivalent amount of material. Describe: Sizzling chemical, acrid scent, bubbling green liquid, reducing something to frothy sludge.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Biohazard</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can expend a chemical that you did not create to tell a free Good Tale. Chemicals: Black powder barrel, vial of acid, goo pud-dle, mushrooms, pool of monster blood, thick smoke. Describe: Causing a chemical reaction, adding a spark to explosives, identifying a chemical's properties. Reactions: Explode, catch something on fire, heal some-one, blind, create a thick cloud, poison, create fireworks.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Flashbang</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can create an incredibly bright flash and loud bang in a zone. Creatures in the zone gain the condition "Blind and deaf" until the effects fade. Describe: Bottled sunlight, sonic crystals, volatile chemicals, shattering a sun crystal, fireworks, a bright flare.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Healing Potion</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can spend reagents to create a healing potion. Anyone who drinks it heals as if they received 1 day of uninterrupted bed rest and medical attention. Then, they gain the condition "Hungry and tired." Describe: A bubbling red liquid, a sweet-tasting potion, medicinal salves, brewing the potion in your lab. Reagents: Curative herbs, pure water, bottled sunlight, tree sap, crushed fruit seeds, enriched blood, sugar.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Inoculated</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Gain the defense "Inoculated []." Mark it when you suffer a Bad Tale related to chemicals. Also, you're immune to poison, disease, and related conditions.Conditions: Disease, poison, venom, parasites, infec-tions, blood curse, forced transformations.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Panacea</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can spend reagents to create a panacea. Anyone who drinks it replaces all conditions related to physical ailments with "Hungry and tired." Physical ailments include things like poisons, diseases, and curses, not wounds like broken bones or severed arteries. Describe: Distilled water so pure it washes away any-thing, drink an antitoxin, release cleansing vapors. Conditions: Disease, poison, venom, parasites, infec-tions, blood curse, forced transformations. Reagents: Distilled water, bottled cloud, soap, clear parchment pulp, spring water, a new leaf, starlight.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Poisonous</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You have a poison. Collaborate on its properties. Creatures you poison gain the condition "Poisoned" and slowly start to suffer symptoms. Describe: Injecting poison, venomous fangs, a toxic vial, poison-tipped blow darts, venom-coated weapon.Symptoms: Muscle weakness, nausea, eventual death, paralysis, hallucinations, paranoia, anti-coagulation.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Exploration"><div class="sheet-traitName">Adamanthesive</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can adhere two things together. After about 1 minute, they're permanently bound together. Collaborate on what dissolves the adhesive. Describe: Alchemical glue, fusing molecules together, never-melting ice, stitching together the fabric of reality. Dissolves By: Time, extreme heat or cold, a certain chemical, a magic phrase, pure distilled water, starlight.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Exploration"><div class="sheet-traitName">Field Alchemy</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can harvest rare reagents. When you do, the GM tells you what trait the reagent contains. You can perform alchemy to transform the reagent into an elixir. Anyone who drinks it gains that trait as a temporary trait for several minutes. Describe: Mixing chemicals in a lab, distilling essence, bubbling liquids, growing magic crystals, mad science. Reagents: Moss, monster blood, powdered monster bone, venom, mushrooms, tree sap, magic crystals.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Exploration"><div class="sheet-traitName">Mutagen</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can spend reagents to create a mutagen, which can cause any effect imaginable. Collaborate on your mutagen's effects. For every beneficial effect your mutagen has, the GM gives it a detrimental side-effect. Describe: Brewing a bubbling potion, harnessing raw chaos, bottling a chain reaction, special lab equipment. Effects: Reduce a building to acidic sludge, transform someone into a monster, cause a HUGE explosion. Reagents: Unstable chemicals, powerful bases, caustic acids, radioactive metal flakes, mithril flakes. Side-Effects: It's highly unstable, its radioactive, you mutate hideously, the fumes are toxic, it drains you.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Exploration"><div class="sheet-traitName">Oil Slick</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can create an extremely slippery zone. Describe: Spew oil from a hose, shatter a goo flask, se-crete from oily glands, shatter an oil barrel.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Exploration"><div class="sheet-traitName">Philosopher's Stone</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can turn certain materials into treasure. Collaborate on what materials you can transform. Describe: Changing their chemical structure, reshaping reality, turning lead into gold, rebuilding atoms.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Interaction"><div class="sheet-traitName">All-cohol</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can spend reagents to create all-cohol. Anyone who drinks so much as a sip instantly gains the condition "Drunk" and must act accordingly. Describe: Distilling the alcohol, the fermentation pro-cess, ruddy cheeks and slurred speech, how it tastes. Reagents: Yeast, barley, pure alcohol, liquor, wheat, hops, grains, distilled water, grapes, ripe fruit.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Interaction"><div class="sheet-traitName">Drug</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can spend reagents to create an addictive drug. Collaborate on the drug's properties. Administered By: Ingestion, inhaling via smoke, injec-tion, inhalation through the nose, skin contact. Describe: Growing special plants, brewing in your lab, wearing a gas mask and gloves, breaking bad. Properties: Extreme elation, hyperactivity, absolute fearlessness, itchy hives, sleeplessness, the munchies. Reagents: Herbs, roots, crushed leaves, powdered seeds, dissolved tree bark, lizard oil, swamp gas, fumes.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Interaction"><div class="sheet-traitName">Love Potion</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can spend reagents to create a love potion. Anyone who drinks it gains the condition "Enamored" and falls in love with the next person they see who is of a race and gender they normally find attractive. Describe: Light and fruity pink liquid, butterflies in their stomach, distilling the essence of desire. Reagents: Butterfly wings, wine, strawberries, choco-late, hair from a virgin, sugar, sweat, spring water.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Interaction"><div class="sheet-traitName">Perfume</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give something an incredibly pleasant or unpleasant scent for about 1 day. If it's pleasant, creatures are inexplicably drawn to the scent and gain the desire to possess the scent's source. If it's repulsive, creature are disgusted by it and don't want to be near it. This may have the opposite effect on creatures like undead and vermin that are attracted to disgusting smells. Describe: Heavenly scent, heady aroma, relaxed and pleasant feeling, euphoria, being light headed.</div></div>
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<div class="sheet-exampleTrait" title="Alchemy,Interaction"><div class="sheet-traitName">Pheromones</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on a base emotion or instinct. You can emit pheromones in the air. Anyone who breathes in your pheromones gains the condition "Instinct-Driven" and experiences the selected emotion or instinct with increasing intensity. Describe: Musky scent, dilated pupils, mixing animal pheromones, working in your lab, altered biochemistry. Emotions and Instincts: Survive, reproduce, find a pack, lust, fear, rage, hunger, envy, joy, sadness.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Barrier</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can create a wall (max 1) of 20 spaces or less that lasts a few minutes. Shape it however you want, but don't imprison anyone. Describe: Creating a wall of force, conjuring a wall of iron, dividing reality with an impenetrable barrier.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Counterspell</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on how you charge this trait. At any point, spend the charge to make someone's Tale utterly fail. Charge: Write runes in your spellbook, enchant your staff with a null-spell, meditate in total silence. Describe: Turning their power against them, activating a ward, triggering a contingency, casting an anti-spell.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Dispel</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can destroy or suppress magic. Describe: Stealing magic, purging dark magic, teleporting energy, reshaping reality, siphoning magic.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Evocation</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can create an explosion in a zone. Describe: Explosion of arcane energy, beam of pure energy, cone of force, burst of raw chaos all around you.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Magic Resistance</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Gain the defense "Magic Resistance []." Mark it when you suffer a Bad Tale related to magic. You're then immune to that specific magic for several minutes. Describe: Conjuring a spell shield, your magical blood, have a resistant spirit, your spell-ward tattoos.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Magic Missile</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You don't need ammo to make ranged attacks, and your projectiles can turn corners to seek targets. Describe: Conjuring orbs of energy, shooting blue lights, firing laser beams, creating ammo from the ether.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Metamagic</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on a resource associated with this trait, and how you acquire that resource. You can have 3 of that resource at a time. Spend 1 resource to choose 1 effect for your action: It's much subtler or flashier. Approximately double the range. Approximately double the duration. Delay it from activating for a few minutes. Describe: Infusing your spells with mana, activating runes, shouting words of power, using crystals. Resources: Meditate to gather mana, inscribe symbols in a spellbook, gather energy from magical leylines.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Rewind</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can rewind someone, returning them to their status about 1 minute ago. Then, you can't use Rewind again for about 1 minute. Describe: Turning back time, jumping into a worm-hole, reversing time's flow, casting chrono-magic. Status: Inventory, wounds, location, treasure, temporary conditions, memories, physical condition.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Alter Time</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can alter time.Collaborate on what you do. Alter Time: Undo an event, slow down time in an area, travel to the far future or distant past, restore youth. Describe: Changing the flow of times, casting powerful chrono-magic, stepping out of the time stream.</div></div>
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||
<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Cantrips </div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can perform minor magic tricks. You can do virtually anything with these tricks so long as the effect is comparatively weak. Describe: Performing sleight of hand, creating a minor illusion, dazzling with showy magic, casting rote spells. Tricks: Inscribe a permanent glowing rune, make a handheld item vanish or appear, light candles in a room.</div></div>
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||
<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Detect Magic</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can experience magic with your normal senses. Describe: Seeing swirls of magic, how magic sounds, the stench of necromancy, the glow of divine magic.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Illusion</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can create a convincing illusion that lasts for several hours. Describe: Bending light and shadow, creating a faerie illusion, deceiving their minds, casting twilight magic.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Invisibility</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can touch something to turn it invisible for several hours. Collaborate on what causes the invisibility to flicker, fade, and end. Describe: Bending light and shadow, creating a faerie illusion, deceiving their minds, casting twilight magic.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Place of Power</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Whenever you encounter a place of power, collaborate on what power you can draw from it. Describe: Pulling forth a geyser of pure energy, devouring raw magic, bending energy to your will. Places: Ley line, magic anomaly, dragon graveyard, primeval grove, heart of the mountain, sun temple. Power: Amplify a trait, gain a temporary trait, deal more damage there, heal more quickly, enhance a stat.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Ritual</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Whenever you want, tell the GM a powerful effect you want to achieve. The GM will tell you what you need to do to complete a ritual. If you fulfill the requirements, you achieve the desired effect. Describe: Performing an ancient ritual, reciting magic phrases, chanting around a glowing circle. Effects: Eternally seal a creature in a prison, raise a sunken ship, make a magic effect permanent. Requirements: Visit a special location, sacrifice treasure, chant with other wizards, obtain a special item.</div></div>
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<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Teleport</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can teleport.Collaborate on what that entails. Describe: Vanishing in a puff, rearranging spacetime, opening a wormhole, stepping across dimensions. How it Works: You must have been there before, requires line of sight, requires intense concentration.</div></div>
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||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Apprentice </div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can designate 1 of your minions (max 1) as your apprentice. Their disposition toward you significantly improves and the end of their contract becomes "in exchange for guidance and hands-on training." When you gain XP, your apprentice gains that much XP as well. Describe: Leading by example, explaining the intricacies of your craft, testing their skills, bonding with them.</div></div>
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||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Familiar</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Create a minion with half of your XP and the contract "_______ will loyally serve as your lab assistant, pet, and familiar in exchange for basic necessities." If lost, collaborate on how you replace it. Describe: Summoning a familiar, growing it from a drop of your blood, enchanting an animal to serve you. Familiars: Imp, cat, frog, snake, mouse, dog, monkey, small robot, raven, owl, drakeling, mana dragon.</div></div>
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||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Flawless Logic</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You are far more persuasive with logic, reasoning, and evidence. You can sway others in situations when logic would normally fall on deaf ears. Collaborate on how your logical arguments exceed normal limitations. Describe: Listing the facts, reaching a logical conclusion, using your sharp mind, outwitting someone.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Gentleman and a Scholar</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you show someone respect, they will match the amount of respect you show them until you show them disrespect. Describe: Wearing a monocle, bowing graciously, giving a firm handshake, showing due respect.</div></div>
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||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Just an Old Man with a Walking Stick</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make someone grossly underestimate you until they see proof to the contrary. Describe: Leaning heavily on your cane, acting awkward and socially inept, acting naive and harmless.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Mutual Edification</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you honestly reveal information to someone or answer one of their questions, they must share equally important information or answer an equally sensitive question. Describe: Proposing an exchange, tricking them into talking, showing scholarly respect, educating each other.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Pedantic</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make people listening to you gain the condition "Bored and Sleepy." Describe: Talking in one long incredibly unbroken sentence, your monotone voice, droning on and on. Topics: Spore varieties, extended noble lineage, Agazar's Third Law of Arcano-Kinetics, ancient texts.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Artifice,Combat"><div class="sheet-traitName">Armor Plating</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Defenses you gain from armor and shields each grant 1 additional box. Describe: Steam-powered absorption plates, glowing symbols, thick chainmail, dragon-scale armor plating.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Combat"><div class="sheet-traitName">Arsenal</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Draw a symbol next to 3 of your inventory slots. Items you place in these slots vanish from reality (but still occupy slots). No one else can access these items. Whenever you want, you can call any of these items to your person, or make them vanish again. Describe: A sword appearing in your hand, summoning your hammer from the heavens, morphin' time.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Combat"><div class="sheet-traitName">Deflect</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">At any point, you can break one of your weapons, shields, or armor worth at least 1 treasure to completely avoid a Bad Tale related to being attacked. Describe: Sparks flying when blades clash, your ablative armor, taking the hit with your shield.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Combat"><div class="sheet-traitName">Dismantle</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can destroy a personal item, such as a weapon or suit of armor. Describe: Striking a structural weak point, breaking it in half, matching its vibration frequencies.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Combat"><div class="sheet-traitName">Enchant</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give a touched item 1 item trait (max 3) as a temporary trait for several hours. Describe: Etching runes on its surface, treating it with magic oils, altering its molecular lattice structure.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Combat"><div class="sheet-traitName">War Machine</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can spend materials to create a war machine with half your XP. It's inert without a pilot. The pilot uses the machine's attributes instead of their own. Describe: Steam-powered gears, shining metal, smoke billowing from a furnace, blinking lights. a console. Machines: Power armor, steam-powered catapult, submarine, elemental cannon, clockwork steed, spider tank. Materials: Scrap metal, saw blades, shields and armor plating, rubber tubes, copper wires, gears, gizmos.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Forge</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can spend materials to create a magic item, or improve an existing item. Collaborate on the item's properties. Stronger materials create more powerful items. Describe: Hammering metal at a forge, performing the magic item naming ritual, imbuing an item with magic. Materials: Iron, steel, mithril, metal from a meteorite, glowing crystals, dragon scales, blood oak, demon hide.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Grappling Hook</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can pull yourself to a far object, or pull it to you (whichever is more logical). If you or your target is falling, you can use this instantly. Describe: Launching a grappling hook, throwing a tether, using a web-shooter, firing a magnet gun.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Identify</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you examine a magic item, the GM must tell you all of its properties. Then, collaborate on 1 additional property that you discover or unlock. Describe: Reading an item's aura, recalling its history, noticing tiny details that tell a deeper story. Questions: How is this blade connected to demons? What happens when this shield touches sunlight?</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Ingenuity</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Your ability to fix, build, and deconstruct exceeds normal limits. Collaborate on what you're capable of doing. Describe: Tinkering with gears, your expert craftsmanship, intuitively understanding how it works.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Mobile Fortress</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can spend materials to make a structure mobile. Collaborate on how it moves. Describe: Steering the ship, activating a gravity reverser, fueling the steam engine, triggering magic runes. Mobility: Floats on water, hovers a few inches off the ground, flies, rolls, teleports to a visible spot at dawn.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Pocket Plane</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You have an extradimensional space, which is a miniature universe. Collaborate on its properties. On your turn, you can open or close a portal to it. Describe: Opening a door in the air, a floating island in space, a featureless room, an empty white nothing. Properties: Size, temperature, if there's fresh air, appearance, dangers, flaws, how large the portal is.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Prosthesis</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can create a prosthesis and attach it to someone. Prostheses compensate for physical disabilities and can remove permanent conditions, such as amputations. Describe: Attaching it through gruesome surgery, building it in a workshop, collaborating with the recipient. Prostheses: Steam-powered arm, goggle eyepatch, golem leg, metal skin plates, clockwork heart.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Tool for the Job</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can instantly create an item, which persists as long as it's in your presence. You have 1 rune to spend as if it's treasure to buy item traits for these conjured items. You can sacrifice 1 treasure to give this trait +1 rune. Conjured items refund their runes when they expire. Describe: Conjuring a tool out of nothing, creating a sword out of sunlight, making a shield out of ice. Items: Sword, shield, suit of armor, candle, rope, chalk, water skin, hammer, nails, crowbar, pouch, hand drill.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">A Thing of Beauty</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make someone obsessed with a visible item worth at least 1 treasure. They gain an overwhelming desire to possess it, or they focus on it while ignoring their surroundings. Describe: Swinging a hypnotic pocket watch, showing a glittering gemstone, showing how the gears work.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">BEHOLD!</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make everyone believe that an item does something specific, even if it doesn't. They cease to believe if they closely inspect the item. Describe: Using words too big for anyone to understand, grandiose threats, cackling madly.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">Buyer's Market</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">In addition to what the GM decides is available at every market, shop, or fence you encounter, you can decide 1 additional thing that's in stock. Describe: Having a keen eye, knowing the best markets, tracking down merchants, sending order requests.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">Communicator</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can spend materials to create a communicator. Creatures with one of your communicators can communicate with each another. Describe: Handheld device, resonating sonic crystals, bottled air elementals, gizmos linked by ethereal threads.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">Crazy Enough to Work</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you explain a plan that is even theoretically possible, it becomes perfectly feasible. The GM can't cite logic, physics, or difficulty as reasons to decrease your rolls to enact the plan. Also, you're bolstered to enact your plan. Describe: Cackling madly, created absurdly complicated blueprints, using technobabble, showing your math.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">Don't Push that Button!</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">If you warn somebody not to do something harmless and they do it anyway, tell a free Good Tale about how they made a terrible mistake. Describe: Using big words to confuse them, implying terrible consequences, acting like you know a secret.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">It's Dangerous to Go Alone, Take This</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you give someone a new or improved item, they're bolstered to use that item. Describe: Use small words to explain how it works, giving the right tool at the right moment, enchanting it.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitName">Boost Morale</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you rest for the night, you can bolster each of your present allies to do something during the next day. Decide immediately what they're bolstered to do. Describe: Exaggerating the day's adventures, cracking jokes, playing tunes, telling a story, keeping spirits high.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitName">Duel</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can challenge someone to a duel. Others can't interfere with your duel until one of you wins the duel. Describe: Telling them to prepare to die, challenging them, clashing swords and grinning at each other.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitName">Feint</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can make someone hesitate, flinch, or suffer a moment of doubt. Describe: Surprising them with impressive swordplay, insulting their mother, upstaging them, mocking them.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitName">Flair for the Dramatic</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Whenever things take a turn for the worse and you're in serious danger, you're bolstered. Describe: Spitting out blood and laughing, showing your fighting spirit, improvising, a last-ditch effort.Serious Danger: Some of your allies have been defeated, you're falling to your doom, you're surrounded.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitName">Inspire</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can bolster an ally to fight. Describe: Giving a riveting speech, encouraging others, performing, singing a tune, playing an instrument.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitName">Raise Spirits</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Alcoholic drinks heal you as if they're healing potions (refer to the Alchemy theme), except that they give you the condition "Drunk" instead of "Hungry and tired." Describe: Drinking to dull the pain, celebrating with a cold one, chugging, being a typical adventurer. Drinks: A bottle of wine, a massive stein of ale, a flask of liquor, a line of shots, a few mixed drinks.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitName">Steal the Spotlight</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on how you charge this trait. Spend the charge to steal the GM's Bad Tale and turn it into a Good Tale. Charge: Do something unnecessarily risky, gain a crowd's attention, steal all the credit, gain a reputation. Describe: Shouting over them, doing something dramatic, countering them in a spectacular display.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Exploration"><div class="sheet-traitName">According to Legend</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you start a quest or enter a new region, tell the GM that according to legend, something powerful exists in the area. The GM will give you a cryptic clue about where to find it. If you find the source of the clue, you locate the legendary power. Clue: Where two trees intertwine, the deepest and darkest part of the cave, surrounded by a thousand corpses. Describe: Sharing a story you heard, mentioning a rumor, putting together clues from history books. Power: Lost treasure, magic shrine, portal to another world, underground dungeon, unhatched dragon eggs.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Exploration"><div class="sheet-traitName">Comedy and Tragedy</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Show your gaming group a "Comedy and Tragedy" token. At any point, give it to the GM to tell a free Good Tale; take it from the GM to have the GM tell a free Bad Tale. Start each session with the token in your possession. Describe: How your fortune turns, an exciting plot twist, a shift in tone, poetic justice, how fate intervenes.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Exploration"><div class="sheet-traitName">Dramatic Entry</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you make a dramatic, flashy, or dangerous entrance you're bolstered to do anything. If a lot of people watched your entrance, you're bolstered again. Describe: Swinging in on a rope, walking out of an explosion, riding in on a unicorn, kicking down the doors.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Exploration"><div class="sheet-traitName">Jack-of-All-Trades</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can gain any trait as a temporary trait (max 1). Collaborate on how that trait is flawed. Describe: Pulling an ace out of your sleeve, getting beginner's luck, improvising, seeing your training pay off. Flaws: It's imprecise and messy, it's exhausting, it's less potent, you need a special tool, it's loud and obvious.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitName">A Night to Forget</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Whenever you engage in drunken revelry, you can announce it's a night to forget. The GM tells you where you wake up and gives you 1 condition. Write on your character sheet that you have 1 fuzzy memory (max 5). Cross off a fuzzy memory to suddenly remember what you did that night, and how your actions that night somehow benefit your current situation. Describe: Buying drinks for everyone, going bar hopping, visiting the brothel, throwing a wild party. Benefits: You've been here before, you seduced the evil villain, there's a magic item in your pocket.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitName">Cameo</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you earn an NPC's respect and good will, write their name on your character sheet. Cross of their name to have them show up. Describe: Bumping into them randomly, them saving you in the knick of time, spotting them in a crowd.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitName">Fame and Infamy </div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on a reputation for yourself (it doesn't haveto be true). Whenever you like, others know your reputation, believe at least part of it, and act accordingly. Describe: Showing a signature scar or tattoo, giving your full name, saying "Don't you know who I am?" Reputations: Assassin who never fails, magically cursed, the land's greatest duelist, a legend in the bedroom.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitName">First Impressions</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you first meet someone, the GM must answer 1 question about them. Describe: Reading their body language, going with your instincts, getting a general vibe, noticing a detail.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitName">Honeyed Words</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You are far more charming and convincing. You can sweet-talk others to do things that they would normally refuse. Collaborate on how your charm exceed normal limitations. Describe: Giving an impassioned speech, calling in a favor, subtly manipulating someone, being charming.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitName">Rumors</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">At any point, you can have the GM tell you 2 facts and 1 lie about whatever you're investigating. Describe: Overhearing gossip, trading for information, remembering rumors you heard while in town.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitName">Small World</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can recognize an NPC as an old acquaintance. Explain how you know each other and how they feel about you. Describe: Recognizing your old stomping grounds, looking up an address, hearing so-and-so is in town. Old Acquaintances: Drinking buddy, cousin, former adventuring partner, old flame, business partner.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitName">Wingman</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you enter someone's good graces, bolster an ally to socialize with that person. Describe: Chatting up your friend, telling them what to say, lightening the mood, making introductions.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Beast,Combat"><div class="sheet-traitName">Envelop</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can put a smaller creature inside of you. They can't escape until you're defeated or you let them, and they gain the condition "Crushed" or "Digested" (your choice) while inside of you. However, physical conditions that they inflict on you are much worse than normal. Describe: Swallowing someone whole, wrapping with tentacles, constricting them with your snake-body.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Combat"><div class="sheet-traitName">Fight or Flight </div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on what constitutes being close to death. When you're close to death, increase all rolls to fight or flee (choose one) until you're safe. Describe: Acting like a cornered beast, running on instinct, becoming feral, doing whatever it takes.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Combat"><div class="sheet-traitName">Fling</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can fling a creature that's smaller or lighter than you a close distance. Describe: Knocking them aside with horns, slamming into them, biting them and flinging them into the air.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Combat"><div class="sheet-traitName">Gorgon's Gaze</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can set someone (max 1) under your gaze. While under your gaze, they move half as fast as normal and have the condition "Turning to Stone." Describe: Your serpentine eyes, freezing them with your baleful gaze, poisoning their mind and muscles.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Combat"><div class="sheet-traitName">Rend</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can attack someone to give them the condition "Bleeding Out." Describe: Going for the jugular, ripping their flesh to shreds, anti-coagulant venom, disemboweling them.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Combat"><div class="sheet-traitName">Trample</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can charge more or less in a straight line, moving through other creature's spaces. Melee attack each creature you move through. Describe: Crushing them underfoot, bull rushing past them, turning ghostly and ripping through their souls.</div></div>
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||
<div class="sheet-exampleTrait" title="Beast,Exploration"><div class="sheet-traitName">Burrow</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can slowly burrow through the earth. If you like, leave behind a 1-space tunnel. Describe: Digging with heavy claws, slithering through soil like a worm, pushing apart rock with your mass.</div></div>
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||
<div class="sheet-exampleTrait" title="Beast,Exploration"><div class="sheet-traitName">Cheetah's Swiftness</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on how you're much faster than normal, and how quickly traveling like this exhausts you. Describe: Sprinting at top speed, running in leaps and bounds, charging across the open plains.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Exploration"><div class="sheet-traitName">Enhanced Senses</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on an enhanced natural sense that you have. Describe: Studying others with slitted cat-eyes, sniffing the air or the ground, your ears perking up suddenly. Senses: Bat-like echolocation, wolf-like sense of smell, cat-like night vision, rabbit-like sense of hearing.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Exploration"><div class="sheet-traitName">Kaiju</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on how you're bigger or smaller than normal. Describe: Tiny frame, high-pitched voice, massive size, shaking the earth with each step, booming voice.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Exploration"><div class="sheet-traitName">Spin Web</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can produce sticky or non-sticky web strands that are stronger than steel chains. If sticky, they powerfully stick to everything other than you that they touch. Describe: Spinning a deadly web, dangling strands from the ceiling, platinum strands that glimmer faintly.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Exploration"><div class="sheet-traitName">Swarm</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can disperse into a swarm or reconstitute around one of your component pieces. At the GM's discretion, losing parts of your swarm may harm you. Describe: Falling apart, vanishing in a cloud of creatures, scattering into holes and cracks, dispersing. Swarm of: Rats, bats, snakes, ants, bugs, leeches and worms, flies, motes of light, woodland creatures, birds.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Interaction"><div class="sheet-traitName">Awaken Beast</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give an animal human-like intelligence and the ability to speak. Collaborate on its personality. Its disposition toward you significantly improves. Describe: Unlocking its mind, giving it a fragment of your consciousness, accelerating its evolution.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Interaction"><div class="sheet-traitName">Alpha</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you defeat a beast, you can force it to become your minion with the contract, "_______ will loyally serve you in exchange for indulging its instincts." Describe: Holding your teeth to their neck, staring them down, integrating them to your pack, a battle of will.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Interaction"><div class="sheet-traitName">Beast Master</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can communicate with animals. Describe: Growling and grunting, reading each other's minds, understanding the animal's chittering as words.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Interaction"><div class="sheet-traitName">Call of the Wild</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can cause all animals in the region to follow a basic instinct of your choice. Describe: Unleashing a primal roar, provoking their instinct, starting a stampede, releasing pheromones. Instinct: Stampede, gather around a certain location, calm down, flee the area, protect this territory.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Interaction"><div class="sheet-traitName">Gift of the Pack</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give all of your far allies one of your traits (max 1) as a temporary trait for as long as they're in your presence. Describe: Leading your pack, spreading a hive mentality, having monkey see monkey do, moving as one.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Interaction"><div class="sheet-traitName">Hive Mind</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on which creatures are in your hive mind. Creatures in a hive mind share consciousness; when one learns something, everyone else in the hive learns it as well. Describe: Sharing your consciousness, ruling as the hive queen/king, forming a primal bond.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Command ,Combat"><div class="sheet-traitName">Abandon All Hope</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you fight enemies who have seen warnings of your power or ferocity, gain 1-3 Good Tales to show them why they should have heeded your warnings.1. Ominous (war drums in the distance)2. Obvious (you decapitate their emissary)3. Horrific (a pile of corpses with your flag at the top) Describe: Crushing their hope, spreading fear and menace, emboldening your troops while terrifying theirs. Warnings: Roar in the distance, war drums, haka dance, pile of corpses, decapitated heads on pikes.</div></div>
|
||
<div class="sheet-exampleTrait" title="Command ,Combat"><div class="sheet-traitName">Banner</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can baptize an item worth at least 1 treasure in the blood of worthy foes (literally or metaphorically). The item becomes your banner (max 1). You and allies each gain the defense "Under a Banner []." Mark it when you suffer a Bad Tale related to battle while the banner is visible. If it's lost or destroyed, you and allies gain the condition "Demoralized" until it's replaced. Banners are inherently flashy and attract enemies' attention. Banner: Flag, coat of arms, shield with an emblazoned symbol, glowing arcane symbol, skull on a pike. Describe: Waving a banner, getting inspiration from a greater cause, holding it above the battlefield.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Combat"><div class="sheet-traitName">Give Order</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give your ally an order and your unspent Good Tale. They resolve the Good Tale instead of you, but only if they use the Good Tale to follow your order. Describe: Shouting a command, warning someone of incoming danger, call for a flanking maneuver.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Combat"><div class="sheet-traitName">Shake it Off</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can make someone ignore all conditions that they can logically ignore for about 1 hour. Then, draw a symbol next to those conditions. Those conditions can't be affected by your Shake it Off again. Describe: Inspiring them to press on, yelling at them until they stand back up, getting their adrenaline going.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Combat"><div class="sheet-traitName">Victory Rush</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you win a fight or overcome a challenge, bolster yourself or an ally to do something of your choice. Describe: Feeling alive, reveling in your triumphs, standing over your fallen foes, sharing in glory.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Exploration"><div class="sheet-traitName">Fortified</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Gain the defense "Fortified [][][]." Mark it when you suffer a Bad Tale while in a fortified location you control. The maximum number of boxes you can mark depends on your fortifications: [] Light fortifications (boarded cabin, bottleneck) [][] Strong fortifications (keep, cave) [][][] Heavy fortifications (castle, fortress) Describe: Invading neighboring territory, claiming land for yourself, taking the spoils of war, stealing resources.</div></div>
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<div class="sheet-exampleTrait" title="Command ,Exploration"><div class="sheet-traitName">Just as Planned</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can write down an event that's out of your control. Seal it in a document with a code name on it and give it (max 5) to the GM. When the event happens, the GM opens the document and reads it. If the GM agrees that you predicted the event, tell as many Good Tales as you like until the odds are significantly in your favor. Describe: Creating a master plan, building contingencies, creating Plan B, preparing for the future.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Exploration"><div class="sheet-traitName">Mount</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can gain a minion (max 1) with half of your XP and the contract "_______ will loyally serve as your mount in exchange for basic necessities." Describe: Building a mount, calling it from the ether, ordering one from your organization, taming a beast. Mounts: Horse, unicorn, hippogriff, griffon, manticore, dragon, boar, shark, bear, wolf, lizard, wyvern, spider.</div></div>
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<div class="sheet-exampleTrait" title="Command ,Exploration"><div class="sheet-traitName">Reinforce</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can spend resources to fortify a location beyond what is normally possible. Collaborate on what fortifications you can provide, and how you achieve them. Defenses: Walls withstand siege attacks, there's an anti-magic field, your moat attracts magic beasts. Describe: Buttressing the structure, casting protective wards, consecrating the land, infusing it with magic.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Interaction"><div class="sheet-traitName">Basic Training</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can train your minions to give each 1 XP (max 5 XP per minion). Describe: Commanding your minions, inspiring them with your presence, leading by example, training them.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Interaction"><div class="sheet-traitName">Call in the Cavalry</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can designate some of your minions as cavalry and send them off to wait and prepare. You can have your cavalry arrive at your location, just in time. Describe: Blowing a war horn, giving a signal, seeing them over your enemy's shoulder, shouting "NOW!"</div></div>
|
||
<div class="sheet-exampleTrait" title="Command ,Interaction"><div class="sheet-traitName">Companion</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Gain a minion (max 1) with half your XP and the contract "_______ will loyally serve you in exchange for being treated like a friend or trusted servant." Describe: Keeping a squire, teaching an apprentice, keeping a mercenary on retainer, traveling with a friend.</div></div>
|
||
<div class="sheet-exampleTrait" title="Command ,Interaction"><div class="sheet-traitName">Draft</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you acquire minions, you can acquire twice as many as normal. Describe: Promising gold and glory, inspiring others to action, leveraging your social connections, paying well.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Interaction"><div class="sheet-traitName">Fealty</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you achieve glory, minions who shared in your rewards replace the second half of their contracts with "in exchange for nothing." Describe: Appealing to their patriotism, building loyalty, forging bonds of honor, ruling with an iron fist.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Interaction"><div class="sheet-traitName">Initiation Vows </div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on a vow. All of your minions follow that vow, no matter the cost. Describe: Creating a strong culture, forcing them to swear an oath, binding them by blood. Vows: Never reveal secrets, uphold honor, defend the leader at all costs, fulfill a deity's dogma, stay hidden.</div></div>
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||
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||
<div class="sheet-exampleTrait" title="Dragon,Combat"><div class="sheet-traitName">A Dragon Never Forgets</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">After someone wrongs you and gets away with it, write their name on your character sheet. Cross off a name to tell a free Good Tale to get revenge. Describe: Brooding in your lair, plotting vicious revenge, monologuing, hatred burning in your eyes.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Combat"><div class="sheet-traitName">Carnage</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Physical conditions you inflict are much worse than normal. Collaborate on what that means. Describe: Tearing off an arm, burning their skin, breaking a bone, plucking out an eye, ripping skin to shreds.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Combat"><div class="sheet-traitName">Dragon's Breath</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on how you charge this trait. Spend the charge to attack all combatants, excluding you. Describe: Breathing fire, causing an avalanche, roaring so loud their ears bleed, blasting air with your wings.</div></div>
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<div class="sheet-exampleTrait" title="Dragon,Combat"><div class="sheet-traitName">Like Crushing Insects</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Instead of rolling to overcome a risk on your turn, you can gain a free Good Tale to defeat 10 or fewer minions in whatever horrific fashion you please. Describe: Crushing them underfoot, ripping out their guts, reducing them to ash, flinging them away.</div></div>
|
||
<div class="sheet-exampleTrait" title="Dragon,Combat"><div class="sheet-traitName">Scales Like Tenfold Shields</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Gain the defense "Scales Like Tenfold Shields []." Mark it when you suffer a Bad Tale from a weapon. When you do, that weapon shatters, breaks, or is otherwise rendered temporarily unusable. Describe: A sword shattering on your hide, knocking away a hammer, igniting a bow in dragonfire.</div></div>
|
||
<div class="sheet-exampleTrait" title="Dragon,Exploration"><div class="sheet-traitName">Gem-Encrusted Hide</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can destroy a magic item to make it permanently part of you, as if you are now the magic item. When you're slain, the items (or at least the parts necessary to reforge them) can be recovered from your corpse. Describe: Magic coursing through your veins, feeding on raw energy, storing treasure inside of your body.</div></div>
|
||
<div class="sheet-exampleTrait" title="Dragon,Exploration"><div class="sheet-traitName">Lair</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you sleep in a place that you control, you can designate it as your lair. Gain the defense "Lair [][]." Mark it when you suffer a Bad Tale while in your lair. Alternatively, mark a box to increase a roll related to your lair. Describe: Shaping the world in your dreams, imposing your will on the terrain, attracting wildlife like you. Lairs: Volcano filled with magma pools, sub-zero glacier, humid jungle, fetid swamp, maze-like tunnels.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Exploration"><div class="sheet-traitName">My Precious</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You know the exact location of items worth at least 1 treasure that you've touched before. Also, the GM must answer honestly whenever you ask how much something is worth. Describe: Feeling the pull of gold in your blood, your gold-colored eyes, covetously hoarding treasures.</div></div>
|
||
<div class="sheet-exampleTrait" title="Dragon,Interaction"><div class="sheet-traitName">Pride</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Gain the defense "Pride []." Mark it when you suffer a Bad Tale related to damaged reputation or social status.Then, gain a free Good Tale to improve your reputation or social status. Describe: Looking down at your inferiors, your regal bearing, building a fearsome reputation.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Interaction"><div class="sheet-traitName">Serve or DIE!</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Whenever you torture or kill one of your minions, your other minions who watched you change the end of their contract to "in exchange for not being tortured or killed." Describe: Devouring a weak link, crushing them like an ant, finding their lack of loyalty disturbing.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Interaction"><div class="sheet-traitName">Terrifying Glory</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make everyone stop what they're doing and give you their undivided attention, even if for just a few moments. Describe: Bellowing a command, doing something terrifying, showcasing your incredible grandeur.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Interaction"><div class="sheet-traitName">Tribute</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">After you showcase your incredible power, name a person or organization who knows what you did. They freely offer you a tribute. Describe: Warning that they're next if they don't pay you, terrifying peasants, showcasing your grandeur. Tributes: A seat of honor at a major event, treasure, minions, land, a promise not to enter your territory.</div></div>
|
||
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<div class="sheet-exampleTrait" title="Elements,Combat"><div class="sheet-traitName">Affinity</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on a threat you're completely immune to, and another threat that you're especially vulnerable to. Describe: Immunity to flames but weakness to frost, immunity to magic but weakness to physical harm.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Combat"><div class="sheet-traitName">Blaze</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can create a damaging zone for several minutes. Describe: Setting the ground ablaze, growing razor-sharp ice shards, generating a lightning field.</div></div>
|
||
<div class="sheet-exampleTrait" title="Elements,Combat"><div class="sheet-traitName">Cataclysm</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can start a natural disaster. Once started, the disaster is out of your control (but you might be able to influence it). Cataclysms: Tornado, hurricane, earthquake, blizzard, heat wave, dust storm, thunder storm, gale force winds. Describe: Unleashing raw elemental power, shattering nature's balance, turning your emotions into magic.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Combat"><div class="sheet-traitName">Frostbite</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can freeze less than 1 space of material in ice. Describe: Locking them in ice, freezing their blood, covering them with frost, surrounding them in earth.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Combat"><div class="sheet-traitName">Immolate</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give something the condition "On Fire." Describe: Igniting their clothes, setting their soul ablaze, surrounding them in blue fire, elemental havoc.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Combat"><div class="sheet-traitName">Electrocute</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can paralyze someone for a second or two. Describe: Electricity arcing from person to person, throwing a bolt of lightning like a javelin.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Control Weather</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You can change the weather to anything that the region could reasonably experience this time of year. The weather changes in a few minutes or hours (GM's choice). Describe: Changing the air pressure, creating moisture, bringing in a cold front, shaping the clouds.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Clutch of Earth</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You can change the effects of gravity in the area. Describe: Changing magnetic fields, altering earth's density, enhancing the pull of gravity.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Earth Walk</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You can move through stone, metal, and earth as if they have the consistency of mud. You can breathe normally and sense your surroundings while in these materials. Describe: Changing magnetic fields, altering earth's density, enhancing the pull of gravity.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Flight</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You can fly. Collaborate on how this trait works. Describe: Sprouting wings, running across the air as if it were solid, riding on powerful winds.How it works: You need safe take-off and landing zones, it's exhausting, you can carry a few others.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Iron Body</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You weigh up to 20 times more than normal and can't be forcibly moved. Describe: Rocky skin, iron-hard bones, the gravity of earth pulling you, a body made of stone and crystals.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Shape Element</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">Collaborate on an element. You can create 1 space of that element, or manipulate several spaces of that element. Describe: Practicing element-bending, extending your hand and commanding the elements to respond.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Terraform</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You can reshape the landscape. The terrain changes over the course of days or weeks (GM's choice). Describe: Growing a mountain, diverting a river, burrowing a cave, opening a chasm, flooding lowlands.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Tremors</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You can sense the movements of things touching the earth within about 1 hour's travel in all direction. Also, you can put your ear to the ground to hear the vibrations of very distant things. Describe: Feeling the earth tremble beneath your feet, sensing subtle vibrations, hearing the earth rumbling.</div></div>
|
||
<div class="sheet-exampleTrait" title="Elements,Interaction "><div class="sheet-traitName">Calm the Storm</div><div class="sheet-traitType">Interaction </div><div class="sheet-traitDescription">You can make others become significantly more passive, calm, and reasonable. This ends if someone acts threateningly toward them. Describe: Quenching the fires that rage in their hearts, creating a soothing breeze, soothing their inner turmoil.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Interaction "><div class="sheet-traitName">Fan the Flames</div><div class="sheet-traitType">Interaction </div><div class="sheet-traitDescription">You can significantly intensify whatever emotions creatures are currently feeling. Describe: Adding fuel to their passions, igniting their souls with elemental energy, sparking their desires.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Interaction "><div class="sheet-traitName">Port in the Storm</div><div class="sheet-traitType">Interaction </div><div class="sheet-traitDescription">You can find a safe haven that will safely harbor you and your allies for as long as you stay there. The locals will freely offer some sort of aid, or the aid will already be there if the safe haven is unpopulated. Aid: Food and shelter, fresh weapons or armor, information, guides, minions, medical attention, potions. Describe: Sensing a safe area, feeling the air is calmer over there, following a soothing wind, following warmth.Safe Havens: Hidden cave, a house owned by friends, politically neutral ground, forgotten cabin in the woods.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Interaction "><div class="sheet-traitName">Still Air</div><div class="sheet-traitType">Interaction </div><div class="sheet-traitDescription">You can give something the condition "Silenced" forseveral hours. Silenced things can't make any noise whatsoever. Describe: Freezing air in place, absorbing sound waves with the earth, keeping the air perfectly still.</div></div>
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||
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||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Bless</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">You can give someone (max 1) the defense "Blessed []" for several hours. They mark it when they suffer a Bad Tale related to harm. Describe: Praying for divine protection, anointing them with sacred oils, warding them against evil.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Blinding Light</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">You can give someone the condition "Blind" until their vision clears. Describe: Emanating divine light, your glowing weapon, a shaft of golden light, searing sunlight.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Crusade</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">Whenever you fulfill your deity's dogma in a meaningful way, you're bolstered to fight. Describe: Finding strength through faith, praying for divine strength, cleansing your sins before a fight.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Lay on Hands</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">You can touch someone to heal 1 of their physical or spiritual conditions. Then, the GM tells them how long they're immune to your Lay on Hands (the stronger the condition, the longer the immunity). Describe: Your hands glowing with radiant warmth, pouring your deity's energy through your body.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Martyr</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">When you're physically harmed, bolster one of your allies to avenge you. When you're physically defeated, bolster all of your allies to avenge you. Describe: Making a sacrifice for the greater good, inspiring others through your steadfast faith.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Shield of Faith</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">Gain the defense "Shield of Faith []." Mark it when you suffer a Bad Tale while furthering your deity's dogma,. Then, gain a free Good Tale related to your deity's domains. Describe: Earning your deity's protection, standing strong in defense of your faith, creating a light shield.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Smite</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">If you attack someone that your deity despises, destroy them outright. If they're more powerful than you, give them a crippling condition instead. Describe: Your sword burning with holy fire, your deity filling you with divine wrath, casting them into hell.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Exploration"><div class="sheet-traitName">Consecrate</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can turn a worthy feature of the terrain into a permanent shrine to your deity. Describe: Anointing the earth with holy oil, a pillar of light illuminating the area, blessing the holy ground. Worthy Features: Grand church, statue of your deity, heathen's grave, representation of your deity's domain.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Exploration"><div class="sheet-traitName">Light</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can illuminate something in bright light, which lasts for as long as you want. Collaborate on something very general and vague that causes the light to change color or glow more brightly. Also, collaborate on what causes the light to fade. Changing Light: Someone's approaching, you have strayed from the path, there's hidden danger here. Describe: Your eyes glowing with divine light, seeing the world as your deity sees it, knowing the one truth. Fade: Time, the light is exposed to something your deity despises, the sun sets, the light can be washed off.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Exploration"><div class="sheet-traitName">Miracle</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When the GM agrees that you significantly advance your deity's dogma, write on your character sheet that you hold your deity's favor. Cross it off to perform a powerful miracle that falls under your deity's domains. Describe: Praying to your deity for sacred power, serving as a conduit for divine wrath, doing the impossible. Miracles: Resurrect the fallen, receive a vision, know the divine truth, banish a heathen to another realm.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Exploration"><div class="sheet-traitName">Pilgrimage</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you reach one of your deity's holy sites, you're bolstered three times to do anything. Describe: Using church contacts, receiving a vision on the path to sanctuary, completing a sacred journey.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Exploration"><div class="sheet-traitName">Sanctuary</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you enter one of your deity's holy sites, name 1 threat. Until you leave, that threat cannot enter the holy site or harm anything in the holy site. Describe: Praying for blessed sanctuary, activating holy wards, rebuking foul heathens, finding inner peace.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Atonement</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give a defeated creature a quest, which becomes their foremost goal in life. If they complete it, their disposition toward you significantly improves. Describe: Promising redemption, showing them the one true path, offering mercy and understanding.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Chosen One</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Fellow worshipers of your deity regard you as the chosen one, a divine representative of your deity. They treat you accordingly and will go out of their way to help you. Describe: Declaring yourself a prophet, your divine blood, rising to the highest rank in your religion.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Inquisition</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can force someone to honestly answer 1 question if they're injured, or all of your questions if they're defeated. Describe: Torturing them, intimidating them, breaking their spirit, turning the screws, punching their wound.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Judgment</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can sense sin. Collaborate on what that entails. Describe: Seeing a dark stain upon their soul, reading your deity's divine ledger, feeling profane corruption.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Pray</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Your deity responds to your prayers (in some form or another). Your deity must reveal their will to you and may also reveal things related to their domains. Describe: Hearing your deity's voice, seeing a sign that reveals your deity's will, feeling the right choice.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Proselytize</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give someone the immediate urge to fulfill part of your deity's dogma, or convert to your faith (their choice). Describe: Preaching, giving a fiery sermon, manipulating their guilt and passion, promising divine rewards.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Rabble Rouser</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can stir up a crowd to become incredibly passionate, motivated, and extremist about something they care about. Unless stopped, their extremism spreads and grows. Describe: Appealing to their sense of duty, giving them a righteous cause, obligating them through scripture.</div></div>
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||
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<div class="sheet-exampleTrait" title=" heritage , general "><div class="sheet-traitName">Authority</div><div class="sheet-traitType">General</div><div class="sheet-traitDescription">You are an authority on a topic of your choice. You have as much authority as the GM to declare things about the game world related to your topic. You can do the following: Spend a Neutral Tale to worldbuild something neutral related to your topic; Spend a Good Tale to worldbuild something beneficial or positive related to your topic; Spend a Good Tale to have the GM honestly answer 1 question related to your topic (The GM may redirect that question back to you or to the group.)</div></div>
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<div class="sheet-exampleTrait" title=" heritage , general "><div class="sheet-traitName">Racial Qualities</div><div class="sheet-traitType">General</div><div class="sheet-traitDescription">Select three characteristics that describe typical individuals with your genetic heritage. Each of these characteristics will be a watered down, half strength version of another trait. Collaborate with your GM to figure out what that means. You must also create one disadvantage, weakness, vulnerability, or undesirable quality associated with this heritage. Any NPCs who share your heritage will automatically have this trait.<div class="sheet-traitNotes">It's highly recommended that you take this trait when you create your character. Also note: if multiple players want the same fictional "race" this trait may cause game balance and/or narrative authority issues; in that case the GM may want to prohibit this trait, or grant it to the entire group for free.</div></div></div>
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<div class="sheet-exampleTrait" title=" heritage , general "><div class="sheet-traitName">Expert</div><div class="sheet-traitType">General</div><div class="sheet-traitDescription">You’re bolstered to do something. Collaborate on what you’re bolstered to do. Afer you spend your bolster, you regain it when your situation sufficiently changes. (eg: Blacksmith, Accountant, Astrologer)</div></div>
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<div class="sheet-exampleTrait" title=" heritage , combat "><div class="sheet-traitName">Forgotten Technique</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You are the wielder of a forgotten technique or ability. Collaborate on what this technique is, and why you are able to use it. When you first reveal this technique to a foe, attack or intimidate with advantage.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , combat "><div class="sheet-traitName">Long Bloodline</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Your predecessors are long dead, but they still look out for you. Gain the resource "ancestor". Gain this resource when you describe an ancestor, including their style, appearance and personality, and you describe what they require to rest in peace. Spend this resource at any time and describe how they assist you in your current situation (you recall their teachings, their spirit possesses your body temporarily, etc). Bolster your next action. You may never call on the same ancestor twice in one session.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , combat "><div class="sheet-traitName">Pa's Axe</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Your weapon is a family heirloom. People in your family speak to it as they would a friend. No one outside your family may wield it. This weapon is so good it ignores mundane physical defenses like armor. Once per combat you can speak to the weapon to increase your attack roll. At camp, describe how you take meticulous care of this weapon, sharpening, oiling, sanctifying, etc. If you fail to take care of the weapon, the GM may spend a bad tale to give it a condition like "misused", "obstinate", "petulant", "dull", or "broken". Then collaborate on a quest to recover the weapon to it's former glory.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , combat "><div class="sheet-traitName">Angry Mob</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">If you're fighting for a righteous cause in plain view of other people, you may spend a good tale to have them join the fray. They'll bring improvised weapons like pitchforks and torches. They'll call friends. They'll impede your enemies and help you hold them accountable. Afterward, they'll expect a speech.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , exploration "><div class="sheet-traitName">Hero's Journey</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You are important. The prophecies foretold your arrival. Your story will be retold countless times. Write the following words on your character sheet: "Call", "Reveal", "Overcome". When you have doubts, cross off "Call" to create a flashback scene, retroactively describing your initial planning. When things look simple, cross off "Reveal" to introduce a twist or complication, explain how you discover the truth and how it shakes your resolve. When things look bleak, cross off "Overcome" and take a free bolster action; explain how you dig deep to find your heroic second wind. When you "Reveal", you may reset either "Call" or "Overcome". When you start a new quest, refresh all your keywords.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , exploration "><div class="sheet-traitName">Caravaneer</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You own a vehicle capable of travelling great distances. If you like, you may travel with members of a particular group or with goods for trade. Collaborate on how long you can travel without stopping for supplies or repairs. The first time the caravan arrives in a new location, roll 1d6 to determine your reception: <ol><li>Despised and Hunted</li><li>Hostile crowd, friendly magistrate</li><li>Friendly crowd, hostile magistrate</li><li>Friendly all around, except there's someone here who still holds a grudge</li><li>A little too friendly, perhaps: an old fling or a new opportunity</li><li>You're welcomed by a local guide (bolster all attempts at trade here).</li></ol></div></div>
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<div class="sheet-exampleTrait" title=" heritage , exploration "><div class="sheet-traitName">What came before</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You are somehow linked to someone older than you--like a parent, sibling, mentor, or old friend. Write "Enemy," "Friend," "Problem," and "Solution," on your character sheet. You can cross these words off to encounter something you predecessor left behind, that now falls to you. When you've crossed off all four, write them again.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , exploration "><div class="sheet-traitName">Heavy Burden</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You bear a unique responsibility which no one else can complete. Collaborate with your GM to identify the task, the stakeholders, the risk, and the reward. The toll on your well-being is obvious; Gain the condition "burden". Strangers will tend to offer aid. Describe the physical toll your responsibility has caused then Bolster attempts to garner their support. When you have at least two conditions besides burden, you may spend a good tale to have a friendly bystander appear along the path.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , interaction "><div class="sheet-traitName">Nobility</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You are part of a royal bloodline. Come up with a family crest and a family slogan. Collaborate on what your family rules or ruled and what they expect of you. Your subjects are likely to recognize you. Increase rolls to influence them. If you willfully defy your obligations you may lose the support of your subjects. In that case, collaborate with the GM to develop a quest which will restore your standing.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , interaction "><div class="sheet-traitName">Nemesis</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">
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<p>Collaborate with your GM to create your nemesis. Create a character for them starting with twice your XP and give them a set of goals and motivations. Anytime there's a bad tale, anyone at the table may invoke/introduce your nemesis.</p>
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<p> Whenever your nemesis appears or influences events, the narrative spotlight will be focused on you. You have authority to direct their motivation, but the GM will control their actions. If your nemesis has the upper hand, they will inexplicably leave the scene, assuming you'll die slowly.</p>
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<p>If you feel your nemesis is defeated or played out, your may choose one of the following: <ul><li>substitute this trait for one of the traits you gave the Nemesis (eg: birthright)</li><li>have the nemesis serve you as a minion (either as a friend or under duress)</li><li>Leave this trait open, then at any time, elevate any NPC to become your new Nemesis</li></ul></p></div></div>
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<div class="sheet-exampleTrait" title=" heritage , interaction "><div class="sheet-traitName">Birthright</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on a secret part of your family history. This secret should include an item of power or value, as well as a way of identifying your claim to this item. (eg: The deed to a long-abandoned castle.)</div></div>
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<div class="sheet-exampleTrait" title=" heritage , interaction "><div class="sheet-traitName">Bigger than Us</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">At any time, you may call in a favour from a faction on your side. In doing so, you risk repercussions from an opposed faction. The GM may use this knowledge to inform future bad tales, or they may introduce a free bad tale later.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Catch Blade</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">Gain the defense "Catch Blade []." Mark it when you suffer a Bad Tale from something small enough that you can catch with your empty hand. If it's a weapon, you can take it from the attacker. Describe: Catching a sword between your hands, grabbing an arrow before it strikes you, punching a spell.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Crane Stance</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">If you are not yet attacked in combat and someone charges you, prevent their attack and tell a free Good Tale against them. Describe: Waiting in a defensive stance, giving them a chance to stand down, being passive like the waves.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Drunken Master</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">When you're drunk, you're bolstered to fight. If you're extremely drunk, you're bolsteredthree times to fight. Describe: Wobbling in a confusing rhythm, using the alcohol to fuel your energy, hiccuping, ruddy cheeks.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Finisher</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">You can knock out a creature that isn't significantly more powerful than you. Collaborate on how this trait works. Describe: Delivering an uppercut, putting them in a sleeper hold, paralyzing them with a special technique.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Fist of the East Star</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">If a creature you damaged in the last several minutes dies, you can have it remain alive but incapable of fighting. For the next several hours, you have total control over their biology. Affect their Biology: They explode, their arm breaks, they fall asleep, they're permanently paralyzed. Describe: Hitting a pressure point, striking their sacred chakra points, using a forbidden death technique.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Iron Grip</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">Once you grab something, nothing can forcibly break your grip except amputation or defeat. Describe: Grabbing on with an iron grip, using a wrestling move, putting their limbs in a lock, jumping on.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Judo</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">You can make a creature hit itself. Describe: Turning back their momentum, using their size and recklessness against them, tripping them.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Pressure Point</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">When you exploit a creature's weakness, tell a free Good Tale against it. Describe: Striking their most vulnerable spots, hitting their chakra points, hurting a nerve cluster.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Exploration"><div class="sheet-traitName">Balance</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you experience extreme imbalance, write the imbalance on your character sheet. Cross it off to gain a free Good Tale to balance the scales. Describe: Pursuing moderation and balance, observing yin and yang, restoring order, seeking true harmony.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Exploration"><div class="sheet-traitName">Centered Breath</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can hold your breath for about 1 hour, and you only need about 1 hour of sleep instead of the normal amount. Describe: Meditating quietly, controlling your breathing and pulse, benefiting from harsh training.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Exploration"><div class="sheet-traitName">Enlightenment</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can ask any question, which the GM must answer. Collaborateon how this trait works. Describe: Understanding the inner workings of the universe, achieving true understanding, seeing the truth.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Exploration"><div class="sheet-traitName">Leaping Tiger</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on how much higher and farther you can jump than normal. Also, you can wall jump. Describe: Making great leaps, gliding through the air, jumping from wall to tall, leaping with the wind.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Exploration"><div class="sheet-traitName">Light Feet</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on how much farther than normal you can fall without suffering harm. All solids and liquids can support your weight. Describe: Balancing on a single blade of grass, leaping with the grace of a cat, falling like a feather.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Interaction"><div class="sheet-traitName">Karma</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you perform a sacrificial good act that doesn't benefit you whatsoever, write on your character sheet that you gain 1 Karma (max 3). Spend 1 Karma to tell a free Good Tale. Describe: Balancing the cosmic scales, achieving harmony, completing a karmic cycle, getting a fair reward.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Interaction"><div class="sheet-traitName">Pacifist</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Gain the defense "Pacifist []." Mark it when you suffer a Bad Tale while pursuing nonviolence or showing mercy.When you do, name an immediate impending threat; it won't come to pass, or it will be much less severe if it does come to pass (GM's choice). Describe: Extending your hand to an enemy, disarming a foe and leaving them unharmed, seeking peace.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Interaction"><div class="sheet-traitName">Sensei</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you give someone in-depth and thoughtful advice, they're bolstered to follow your advice. Describe: Seeing what they cannot, understanding the bigger picture, telling a fable to convey a lesson.</div></div>
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<div class="sheet-exampleTrait" title="Nature,Combat"><div class="sheet-traitName">Entangle</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can bind someone to their location until their bindings are destroyed. Describe: Growing roots to ensnare its feet, wrapping it in vines, lashing it with a thorny vine-whip.</div></div>
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<div class="sheet-exampleTrait" title="Nature,Combat"><div class="sheet-traitName">Faerie Fire</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give someone the condition "Faerie Fire" for several hours. They glow and cannot successfully hide, no matter what. Their silhouette is faintly visible through opaque surfaces. Describe: Illuminating them in an otherworldly blue glow, surrounding them with buzzing faeries.</div></div>
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<div class="sheet-exampleTrait" title="Nature,Combat"><div class="sheet-traitName">Roots</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can root yourself to the ground. You can't be forcibly moved unless the ground you're rooted to is moved. While rooted, you have the defense "Rooted [][][]." Mark it when you suffer a Bad Tale related to physical harm. Describe: Joining with the earth, entrenching into the ground, growing roots and vines that grab on.</div></div>
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<div class="sheet-exampleTrait" title="Nature,Combat"><div class="sheet-traitName">Thorns</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When someone attacks you skin-to-skin, gain a free Good Tale to harm them. Wearing thick clothes or armor may suppress this effect (GM's discretion). Describe: Thorns growing out of your skin, your nettle-like skin, poisonous toxins oozing from your pores.</div></div>
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<div class="sheet-exampleTrait" title="Nature,Exploration"><div class="sheet-traitName">Druidic Stones</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can imbue the terrain with one of your traits. Creatures in the terrain have that trait as atemporary trait. Describe: Creating standing stones with glowing runes, attracting magic will-o-wisps, empowering nature.</div></div>
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<div class="sheet-exampleTrait" title="Nature,Exploration"><div class="sheet-traitName">Faerie Ring</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can walk in a circle to create a faerie ring. Collaborate on how everything inside the circle is hidden. Describe: Casting fey magic, creating a glamour, draping a curtain of light and shadow over the area. Hidden: Wisps confuse intruders, the contents look like part of nature, a maze-like forest disorients travelers.Favored Terrain Collaborate on a biome. Gain the defense "_____ Master [][]," with the name of your biome in the blank. Mark it when you suffer a Bad Tale that relates to that biome. Alternatively, you can mark it to increase a roll related to your biome. Biomes: Underground, plains, forest, urban settings, the open sea, jungle, desert, tundra, swamps, mountains. Describe: Drawing from past experience, knowing how to use the terrain, attuning to nature around you.</div></div>
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<div class="sheet-exampleTrait" title="Nature,Exploration"><div class="sheet-traitName">Fortress Seed</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can create a fortress seed (max 1). Plant it and name a structure. The seed grows into that structure in a few minutes or hours, depending on size. Describe: Harnessing nature's power, causing rampant growth, how vines and roots grow explosively. Structure: Bridge, building, wall, fortress, door, boat, ladder, stairs, tree, fence, wagon, statue.</div></div>
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<div class="sheet-exampleTrait" title="Nature,Exploration"><div class="sheet-traitName">Tree Meld</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can move through wood as if it is the consistency of sap. You can breathe normally and sense your surroundings while in wood. Describe: Turning your skin into wood and vines, melding with the tree, swimming through the wood.</div></div>
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<div class="sheet-exampleTrait" title="Nature,Exploration"><div class="sheet-traitName">Verdant Growth</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can reshape 1 space of plant matter, or cause far plants to grow as if they had 100 years of uninterrupted growth. You can cause plants to bear fruit in this way. Describe: Causing vines to twist and grow, shaping wood like clay, creating an explosion of rampant growth.</div></div>
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<div class="sheet-exampleTrait" title="Nature,Exploration"><div class="sheet-traitName">Wild Step</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Rough natural terrain such as mud, thick roots, or snow never hinders your movement. Also, you don't leave behind any tracks. Describe: Stepping lightly, running like beasts of the wild, nature changing to accommodate your steps.</div></div>
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<div class="sheet-exampleTrait" title="Nature,Interaction"><div class="sheet-traitName">Fey Beauty</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You are supernaturally attractive. Others are significantly more inclined to seek your romantic affection. Collaborate on what this entails. Describe: Flawless skin, deep eyes, lovely curves, pouty lips, flowing hair, strong jawline, high cheekbones.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Interaction"><div class="sheet-traitName">Awaken</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can animate a plant into a living, thinking, mobile creature. Collaborate on their personality. Their disposition toward you significantly improves. Describe: Awakening its sleeping soul, accelerating its growth, giving it the primal gift of consciousness.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Interaction"><div class="sheet-traitName">Commune</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can communicate with nature guardians. Guardians are powerful spirits that represent the biome where they live. They seek to protect their biome and hold incredible power it. Describe: Performing a tribal dance, burning incense to awaken the spirit, seeing it manifest under starlight. Guardians: Silver stag in the tundra, lava beast in a volcano, ancient tree in the forest, water spirit in the sea. Power: Reshape the land, control local animals, know everything that happens within their biome.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Interaction"><div class="sheet-traitName">Fey Curse</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can relinquish power you have over someone to curse them. The more power you relinquish, the stronger the curse. Collaborate on the curse's effects and what lifts the curse. Curses: Sleep until they're kissed, they can't leave a forest, they turn to stone at daytime, they lose their voice. Describe: Saying a magic poem, casting a powerful enchantment, twisting their fate-strands, hexing them.Relinquished Power: They break your deal, they grovel at your feet, you hold their most prized possession.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Interaction"><div class="sheet-traitName">Fairy Gold</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make an item (max 1) look like 5 treasure for several hours. Describe: Casting a fey glamour, deceiving with an illusion, altering its appearance, enchanting their desires.</div></div>
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||
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||
<div class="sheet-exampleTrait" title="Occultism,Combat"><div class="sheet-traitName">Blood Link</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can link 2 willing creatures, designating one as the giver and the other as the receiver. Any harm the giver suffers is instead transferred to the receiver. The link ends when either person wants it to end. If you link a defeated creature, they don't have to be willing and the link doesn't end when they want it to. Collaborate on what ends it. Describe: Stitching their souls together, creating a thaumaturgic link, altering the strands of destiny.</div></div>
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||
<div class="sheet-exampleTrait" title="Occultism,Combat"><div class="sheet-traitName">Blood Sacrifice</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give yourself a condition and bolster to do anything. Describe: Sacrificing your blood to your patron, flagellating yourself, letting your parasite feed.</div></div>
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||
<div class="sheet-exampleTrait" title="Occultism,Combat"><div class="sheet-traitName">Pound of Flesh</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give someone an exact copy of one of your conditions. Describe: Making them pay blood for blood, evening the cosmic scale, getting bloody revenge, causing recoil.</div></div>
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||
<div class="sheet-exampleTrait" title="Occultism,Combat"><div class="sheet-traitName">Terrify</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give someone the condition "Terrified." Describe: Showing them their worst nightmare, giving them a glimpse of your patron, using dark magic.</div></div>
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||
<div class="sheet-exampleTrait" title="Occultism,Combat"><div class="sheet-traitName">Vessel</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can mark a creature you're touching (max 1) as your vessel. You can use your traits through your vessel as if you're standing at their location. Describe: Using blood magic to control its muscles, treating its soul like a puppet, sharing your power.Marks: A tattoo that glows with hellfire, a scar-rune, a glowing symbol floating above their forehead.</div></div>
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||
<div class="sheet-exampleTrait" title="Occultism,Exploration"><div class="sheet-traitName">Cast into the Void</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can open a 1-space hole to the void for several minutes. The void is in an endless, empty nothing. Anything cast into the void is gone for all eternity. Describe: Cutting open a bloody wound in the universe, opening a portal, creating a swirling black hole.</div></div>
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||
<div class="sheet-exampleTrait" title="Occultism,Exploration"><div class="sheet-traitName">Circle of Binding</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can walk in a circle. When you're finished, create a barrier along the circle. Absolutely nothing can cross the barrier except light and sound. Collaborate on what breaks the circle. Breaks the Circle: Time passes, an item touches it, you touch the circle, a secret word is spoken, night falls. Describe: Drawing runes in chalk, lighting candles in a ring, creating a magic circle, using pact magic.</div></div>
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||
<div class="sheet-exampleTrait" title="Occultism,Exploration"><div class="sheet-traitName">Conjuration</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can link a creature you're touching with an item you're touching, or to a new item you create. Whoever holds the item can expend the link to instantly summon the linked creature to the item's location. Describe: Pulling on a soul-tether, opening a portal to the destination, conjuring it in a puff of smoke and fire.</div></div>
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||
<div class="sheet-exampleTrait" title="Occultism,Exploration"><div class="sheet-traitName">Darkness</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can create a zone of pure darkness for about 1 day. No light can enter the zone. Describe: A swirling black hole, drowning the light, a pulsating black star, shadows spreading like a swarm.</div></div>
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||
<div class="sheet-exampleTrait" title="Occultism,Exploration"><div class="sheet-traitName">Defile</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can give the terrain a descriptor outside of what is natural for that terrain. Collaborate on how the terrain gradually shifts to match your descriptor. Describe: Spreading magic, spilling your patron's blood on the earth, weakening the barrier between realms. Descriptors: Hellish, web-strewn, rotten, sacred, verdant, crawling, swampy, barren, nightmarish.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Interaction"><div class="sheet-traitName">Binding Contract</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">If you like, contracts and agreements you sign or mediate are magically enforced. They can't be violated by any means (Agreeing to the contract "You can't speak of an event" means you literally lose the ability to speak of it forever). The contract or agreement must mention that the terms are binding. Describe: Signing a pact in blood, binding their soul to service, write your contract into universal laws.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Interaction"><div class="sheet-traitName">Blissful Agony</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make a creature you're touching experiences any physical sensation you want. This doesn't cause physical harm. Describe: Bringing them to the brink of ecstasy, inflicting terrible agony, toying with their skin, torture.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Interaction"><div class="sheet-traitName">Dark Bargain</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Your patrons can perform favors for you, but always at a proportional cost. You have a patron, which is a powerful entity that can grant you power, favors, or knowledge, but always at a cost. Collaborate on your patron. Cost: Sacrifice an innocent in their name, start a cult in their honor, further their goals, offer part of your soul. Describe: Conjuring them in a summoning circle, drawing them forth from the ether, hearing their voices. Patrons: Demons, angels, otherworldly horrors from beyond the stars, spirits of the land, Death itself.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Interaction"><div class="sheet-traitName">Deal with the Devil</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">After talking to someone, you can learn the one thing that they want more than anything else. If you provide them with that thing, you gain complete and total control over them; the GM or player hands control of that character over to you. Describe: Purchasing their soul, making an offer they can't refuse, eternally enslaving them to your will.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Interaction"><div class="sheet-traitName">Shatter Mind</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give someone a psychological condition. Describe: Ripping their mind apart, shattering their fragile psyche, giving your patron access to their mind. Psychoses: Schizophrenia, sociopathy, a crippling phobia, paranoid delusions, hallucinations, obsessiveness.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Psionics,Combat"><div class="sheet-traitName">Archon</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Whenever you want, you can become completely invulnerable to all harm for a few seconds. Then, the GM gives you a condition. Archon can't make you immune to conditions you acquire through this trait. Describe: Your skin taking the color of a starry night, becoming pure energy, showing your true form.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Combat"><div class="sheet-traitName">Confusion</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give someone the condition "Confused" for several minutes. Confused creatures have difficulty distinguishing friend from foe. Describe: Disrupting their natural brain waves, filling their minds with nightmarish thoughts. Erratic Behavior: Attack an ally, move somewhere disadvantageous, throw away something valuable.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Combat"><div class="sheet-traitName">Force Wave</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can push everyone in a zone a close distance away, or one creature a far distance away. Describe: Releasing a shock wave, emitting a psi pulse, unleashing an explosion of telekinetic energy.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Combat"><div class="sheet-traitName">Lobotomize</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can attack a creature and describe one of its capabilities. If the creature has any traits associated with that capability, they lose 1 of those traits for several hours. Describe: Suppressing their memories, preventing their mind from acting, locking their abilities with magic</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Combat"><div class="sheet-traitName">Projection</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can take actions as if you're standing in any far space. Describe: Animating your weapon, projecting a psychic version of yourself, bending reality with your will.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Exploration"><div class="sheet-traitName">Astral Projection</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can travel to another dimension or plane. You may bring close creatures with you. Collaborate on what other dimensions or planes exist. Describe: Your spirit leaving your body, going on a dream-quest, stepping into the nonphysical realm. Planes: Astral Plane, Dreamscape, Shadow Realm, a person's subconscious mind, heaven, hell, the afterlife.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Exploration"><div class="sheet-traitName">Perfect Mind</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You have a perfect memory, and you can instantly complete complex mental exercises. Describe: Closing your eyes to think for a moment, copying something into your brain, being a genius. Instantly: Perform a calculation, create an elaborate story, read a book, write a play in your head.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Exploration"><div class="sheet-traitName">Pre/Postcognition</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can experience the future and/or past. Collaborate on how this trait works. Describe: Receiving a vision, gazing through the time-stream, calculating the sequence of cause and effect.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Exploration"><div class="sheet-traitName">Sensory Link</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can forge a link with a creature you're touching. For the next day or so, you can experience the world through their senses whenever you want. Describe: Your eyes changing to their color, seeing and hearing things that aren't present, feeling auras.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Interaction"><div class="sheet-traitName">Mind Control</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can control the mind of a visible creature that isn't significantly more powerful than you. Collaborate on how this trait works. Describe: Overpowering their pathetic will, enslaving their mind, implanting your thoughts and desires. How it Works: They struggle to break free, it gives you a crippling headache, you can't move while doing it.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Interaction"><div class="sheet-traitName">Brainwash</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can add or remove a memory or personality trait from someone you're touching. You can't make them forget how to do things (talk, read, cast spells, etc). Describe: Devouring a memory, deleting a brain wave, brainwashing them, cutting out part of their mind.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Interaction"><div class="sheet-traitName">Read Mind</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can hear visible creatures' thoughts. Collaborate on how this trait works. Describe: Listening to their thoughts, leeching their brain waves, seeing their dreams, feeling their desires.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Interaction"><div class="sheet-traitName">Telepathy</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can telepathically communicate with far creatures. Describe: Sharing a collective consciousness, hearing what each other says, speaking via a shared mind-cord.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Savagery,Combat"><div class="sheet-traitName">Bloodlust</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Gain the defense "Bloodlust []." Mark it when you suffer a Bad Tale that physically damages you. Then, gain a free Good Tale to make an attack. Describe: Using the pain to fuel your rage, reveling in glorious bloody combat, returning the favor.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Combat"><div class="sheet-traitName">Cleave</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can make a melee attack against as many adjacent creatures as you like. Describe: Attacking in a flurry, cutting through foes, spinning in a blade tornado, releasing an explosion.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Combat"><div class="sheet-traitName">Impale</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you attack someone with a melee or throw weapon, you can give your target the condition "Impaled." Describe: Pushing a spear through their stomach, embedding your hammer in their armor.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Combat"><div class="sheet-traitName">Rage</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give yourself the condition "Enraged." While enraged, increase all rolls to destroy. Describe: Harnessing the pain, entering a primal rage, attacking recklessly, leaving yourself open to attack.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Combat"><div class="sheet-traitName">Rampage</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you defeat a worthy foe, gain a free Good Tale. Describe: Entering a blood-fueled rage, slaughtering foe after foe, standing atop a mountain of corpses.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Combat"><div class="sheet-traitName">Sticks and Stones</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Every item you hold has the Melee and Thrown item traits for free, as well as 2 other item traits of your choice. They lose these extra traits when they leave your hands. Describe: Using whatever's available, clubbing someone with a femur, beating someone with their own arm.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Exploration"><div class="sheet-traitName">Gut Instinct</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">At any point, you can have the GM describe your gut reaction, which gives you vague but accurate information about your surroundings. Describe: Getting a bad feeling, thinking that person is off somehow, feeling the hair on your neck stand up.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Exploration"><div class="sheet-traitName">Pillage</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you destroy a worthy structure, you can find at least 1 treasure among the rubble. Describe: Finding gold in the ash and rubble, looting priceless art, taking whatever you want, looting stores.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Exploration"><div class="sheet-traitName">Siege Breaker</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Your ability to destroy the terrain exceeds normal limits. Collaborate on what you can do. Describe: Shoving someone through a wall, chopping a support beam, kicking down the door, smashing a table.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Exploration"><div class="sheet-traitName">Superstition</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on what bring good and bad luck. These superstitions are now true for you and everyone you can see; good luck causes good things to happen, and bad luck causes bad things to happen. Bad Luck: Washing off the blood of your enemy, fighting with a broken weapon, dishonoring the dead. Describe: Following ancient traditions, distrusting modern society, carrying fetishes and good luck charms. Good Luck: Hunting under a new moon, earning a virgin's kiss, getting punched by a stranger, a foggy dawn.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Interaction"><div class="sheet-traitName">No Escape</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When someone flees from you or otherwise tries to avoid your wrath, you can tell a free Good Tale against them. Describe: Calling them out by name, embarrassing them in front of their peers, mocking their honor.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Interaction"><div class="sheet-traitName">Instigator</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can choose someone. A fight or conflict breaks out involving them. Describe: Goading someone into action, spreading rumors, starting trouble, shouting "Fight! Fight! Fight!"</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Interaction"><div class="sheet-traitName">Intimidating</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You are far more intimidating than normal. You can intimidate creatures that would normally wouldn't flinch at threats. Collaborate on how your intimidation exceed normal limitations. Describe: Threatening them with violence, torturing them, pushing your weight around, exploiting fear.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Interaction"><div class="sheet-traitName">Noble Savage</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Gain the defense "Noble Savage []." Mark it when you suffer a Bad Tale that relates to laws, high culture, and the trappings of civilization. When you do, choose someone; their disposition toward you significantly improves. Describe: Your simplistic ways, your adorable naivete, following the laws of nature instead of the laws of man.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Interaction"><div class="sheet-traitName">Not Getting Paid Enough</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Whenever you do something impressive, you can choose a minionwho watched you. They immediately abandon their contract. Describe: Proving that they're no match for you, terrifying them with your might, letting them run away.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Interaction"><div class="sheet-traitName">To the Victor</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you destroy someone or conquer territory, choose something they had that would normally be difficult for you to obtain. Everyone acknowledges that it's your now. Describe: Crushing their hope like you crushed their leader's skull, making an offer they can't refuse. Go the Spoils: Their minions, their lovers' affection, their legal property, their social status.</div></div>
|
||
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||
<div class="sheet-exampleTrait" title="Thievery,Combat"><div class="sheet-traitName">Assassin</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can have the GM tell you all of a visible creature's weaknesses. Describe: Learning their habits and routines, finding an exploitable weakness, studying their body language.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Combat"><div class="sheet-traitName">Duck</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on how you charge this trait. Spend the charge to make an attack meant for you hit the next most logical target instead. Charge: Get safely out of danger, frame someone for your crime, have a drink and talk about your close call. Describe: Leaping out of the way, pulling an enemy in front of you, ducking and covering your head.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Combat"><div class="sheet-traitName">Misdirection</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">If you like, enemies can't attack you as long as there are other viable targets. Describe: Looking nonthreatening, drawing attention to someone else, hiding behind an ally, running away.</div></div>
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||
<div class="sheet-exampleTrait" title="Thievery,Combat"><div class="sheet-traitName">Sneak Attack</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you attack an unsuspecting and vulnerable victim, you can defeat them however you want. If they're significantly more powerful than you, give them a brutal physical condition instead. Brutal Conditions: Slit throat, broken bone, gouged-out eyes, bloody amputation, severed arteries. Describe: Knocking them over the head, choking them out, stabbing them in the back, slitting their throat.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Cloaked in Shadows</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Gain the defense "Cloaked in Shadows []." Mark it when you suffer a Bad Tale while hidden or obscured. Then, you vanish; not even the GM knows where you are. On your next turn, tell the GM where you're hiding (though you can stay hidden in your new location if you like). Describe: Ducking into the shadows, taking a glancing blow from their bad aim, repositioning to a better spot.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Escape</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can escape your current predicament and bring as many others as you like with you. The GM gives you a condition based on how you escaped. You can't use this again until you lose that condition. Describe: Vanishing in a cloud of smoke, pulling a lever to reveal an escape tunnel, disappearing in the crowd.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Eye for Treasure</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you find treasure, find 1 extra treasure. Describe: Finding extra hidden valuables, getting a good price for your treasure, pocketing valuables.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">From the Shadows</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Once each time while hiding, you can perform an action that would normally break stealth and reveal your location without breaking stealth. Absurdly obvious actions (jumping on a table and yelling) will reveal you as normal. Describe: Returning to the shadows, doing something before anyone notices, waiting for the perfect moment.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Hideout</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can establish an unpopulated area as your hideout. Your hideout is much harder than normal to locate. Collaborate on why it's so difficult to locate. Describe: Establishing a false front, installing a hidden door, hiding it in a hard-to-spot alley or cul-de-sac.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Silence and Shadow</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">If you like, everything you do is completely noiseless. Also, you can dim or extinguish a visible light source until someone takes the time to rekindle the light. You can't dim celestial bodies, such as the sun. Describe: Landing like a cat, snuffing out a candle, using shadow-magic on a torch, spreading gloom.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Stash</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you enter a new region, tell the GM where there's a hidden stash. If you reach the stash, it has supplies that happen to be useful for your current predicament. Describe: Digging up buried treasure, looting a secret thieves' guild stash, hiding away supplies for later.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Trap Finder</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Gain the defense "Trap Finder []." Mark it when you suffer a Bad Tale related to traps. Also, the GM must answer honestly whenever you ask if there's anything hidden here. Describe: Searching for hidden panels, relying on your acute sense of touch, listening for a soft "click."</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Black Market</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Whenever you want, you can have safe and discreet access to criminal resources. Describe: Hearing whispers, reading thieves' symbols carved into buildings, leveraging back alley contacts. Resources: Fence, lookouts, assassin, thugs for hire, informant, smugglers, poisons, controlled substances.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Everything Has a Price</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can spend 1 treasure to gain 1 Good Tale. If there's no one to pay when you use this, explain how a purchase you made long ago is now paying off. Describe: Greasing palms, bribing officials, hiring a professional, putting a scheme into motion.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Mastermind</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can orchestrate a grand plan (max 1), giving as many allies as you want a job related to your plan. Write their jobs on your character sheet. When one of them fulfills their job, check their job. Cross off a checked job to gain a free Good Tale toward executing your grand plan. Describe: Organizing the score of a lifetime, tricking others to do the dirty work, your criminal genius. Jobs: Take out the guards, discover the pass code, steal the gate keys, stand guard, secure an escape route.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Second Identity</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on a complete second identity for yourself. Describe: Changing your accent, walking differently, roleplaying a completely different personality. Second Identity: Name, family friends, contacts, paperwork, home, reputation, history, wardrobe, job.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Spy Network</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You have an extensive spy network. Collaborate on what they're targeting. Your spy network can provide you with intimate, useful information about their target whenever you want. You can change their target, but it takes time and/or resources. Describe: Meeting cloaked figures, getting a package from a drop-off zone, and NPC slipping you a letter. Targets: A certain city, politicians and nobles, armies and troops, the elves, pirates, merchants.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Sudden but Inevitable Betrayal</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can reveal that someone who isn't significantly more powerful than you was secretly your minion all along. Describe: Giving the secret signal, nodding at your hidden ally, executing your master plan, shouting "NOW!"</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Tamper with Evidence</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can lose all heat you and your allies have for a crime. If you have an item that belongs to someone else, you can convincingly frame that person for the crime or event instead. Describe: Wiping down finger prints, destroying clues, planting evidence, misleading investigators.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Tracking,Combat"><div class="sheet-traitName">Black Arrow</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You don't need to roll to attack with your very last ammo. If the attack is even theoretically possible, you hit with perfect accuracy and incredible power. Collaborate on what incredible power means. Describe: Making a desperate shot, putting your hope into your last arrow, drawing a special ammo. Incredible Power: Knock them back, knock something out of their hand, your projectile pierces through.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Combat"><div class="sheet-traitName">Called Shot</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can make an attack to inflict a condition on an arm, leg, or similar appendage. Describe: Aiming for a weak spot, hitting them where it hurts, firing a poisoned arrow, striking true.Conditions: Arrow to the knee, hamstrung, shot through the hand, broken tail, tattered wings.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Combat"><div class="sheet-traitName">Cover</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you're behind cover that you've never used with this trait before, gain the defense "Cover []." Mark it when you suffer a Bad Tale that can be mitigated by that cover. Moving to sufficiently different cover gives you a new defense with an unmarked box. Describe: Diving behind a wall, ducking under a bush, crouching behind a cart, hiding in a trench.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Combat"><div class="sheet-traitName">Eagle Eye</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on how the distance of your ranged attacks exceeds normal limitations. Describe: Arcing your bow for maximum distance, drawing a bead with your rifle, aiming carefully. New Limits: A mile, anything you can see, anything under the open sky, several blocks, the moon.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Combat"><div class="sheet-traitName">Favored Enemy</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on a type of creature. When you spend a Good Tale to harm a creature of that type, gain a second free Good Tale to harm them. Describe: Training to take down your foe, fighting with pure anger, knowing how to take down that foe. Foes: Dragons, wizards, beasts, citizens of the Golden Kingdom, elves, undead, vampires, aquatic beasts.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Combat"><div class="sheet-traitName">Set Trap</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can create a well-hidden trap. It triggers when a creature other than you is close enough to touch it. Collaborate on its effects. Describe: Hiding a trap under leaves, stringing a trip-wire, digging a hidden pit, placing a bear trap. Effects: Explode, trigger a loud alarm, spew poison, create a pit, catch fire, ensnare them in a net.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Exploration"><div class="sheet-traitName">Deduce</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you investigate a scene, the GM must describe what happened as if you were there watching it unfold. Describe: Reading their tracks to determine what happened, following the trail, deciphering the evidence.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Exploration"><div class="sheet-traitName">Know the Path</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can name a visible creature as your quarry (max 1). The GM must answer honestly whenever you ask where your quarry is. They stop being your quarry when they die or you touch them. Describe: Reading tracks, following your instincts, using your soul compass, tracking their scent.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Exploration"><div class="sheet-traitName">Lay of the Land</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can have the GM create a map of the region and show it to you. Describe: Examining the landscape, scanning from a high vantage point, feeling the earth beneath you.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Exploration"><div class="sheet-traitName">Reconnaissance</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you extensively observe something, you're bolstered to confront, overcome, or avoid that thing. The longer you observe, the more bolsters you accrue (max 5). You can report your findings to transfer any of these accrued bolsters to others. Describe: Following enemy troop movements, scouting ahead, patrolling the wilderness for your prey.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Exploration"><div class="sheet-traitName">Survival Skills</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can survive indefinitely off the land, no matter how harsh the conditions. You can also provide for about a dozen other people. When you sleep in the wilderness, treat it as comfortable bed rest with medical attention. Describe: Identifying native species, living off the land, relying on instinct, hunting prey, foraging for food.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Exploration"><div class="sheet-traitName">Trailblazer</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Gain the defense "Trailblazer []." Mark it when you suffer a Bad Tale while exploring. Also, you have a perfect sense of direction. Describe: Venturing forth into the great unknown, go where no one has gone before, watching your footing.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Interaction"><div class="sheet-traitName">Deputy</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on how you're a representative of the law, and what special privileges and resources this status grants you. Describe: Flashing a badge, reciting your official title, showing a warrant, leveraging political connections.Resources and Privileges: You can arrest people, local peace keepers help you, some laws don't apply to you.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Interaction"><div class="sheet-traitName">Detective</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Three times each quest, you can have the GM give you a clue about whatever you're currently investigating. Describe: Watching their eyes, reading their body language, noticing discrepancies in their stories.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Interaction"><div class="sheet-traitName">Lone Wolf</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can have others generally ignore you as long as you don't draw attention to yourself. Afterward, they forget everything about you, vaguely remembering you as just some person. Describe: Pulling up your hooded cloak, hanging in the shadows, keeping to yourself, giving the cold shoulder.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Interaction"><div class="sheet-traitName">Perks of the Job</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you accept a quest, explain what extra aid you obtain for free. Describe: Asking for an advance, attracting aid due to your fame, leveraging your contacts, getting lucky.Aid: Gain part of the reward upfront, learn useful information, attract minions, acquire special tools.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Interaction"><div class="sheet-traitName">Skeptic</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">The GM must answer honestly whenever you ask if someone is lying. Describe: Watching their eyes, reading their body language, noticing discrepancies in their stories.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Clone</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can create a clone of yourself that's a separate character you control. Collaborate on how this trait works. Describe: Splitting in half, popping into existence next to yourself, growing a clone in a tube, self-replicating. How it Works: You have to grow your clones in a lab, they're treacherous, the process gives you a condition.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Doppelganger</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Write your personal XP total on your character sheet. When you kill a creature, you can have the GM give you their character sheet. You become identical to them in every way and use their character sheet. Transfer your gear, personal XP, and this trait to the new character sheet. If your new character sheet has more XP than your personal XP, gain a condition that you can't remove until you change character sheets. You can return to your original character sheet at any point, but you forever lose the stolen character sheet. Describe: Stealing their whole identity, changing your form, absorbing their essence, changing skin.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Evolve</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you retrain, you can lose a stat, trait, or upgrade to refund all of the XP you spent to purchase it. Spend that XP however you like. Describe: Adapting to the environment, growing from your experiences, incorporating foreign DNA.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Mimic</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you see a creature use a trait, you can gain that trait (max 1) as a temporary trait for several hours. Describe: Copying whatever they do, assimilating their DNA, reactively adapting, evolving, changing your soul.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Morph Item</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can replace 1 item trait on an object you're touching with a different item trait. Describe: Adapting to your weapon, bending the wood and metal, transforming it into an entirely new item.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Polymorph</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can change a willing or defeated creature into a different creature. They refund all of their XP, which slowly returns over a few days or weeks. They can spend it however they want to suit their new form. Describe: Hexing them with dark magic, reshaping skin and bones, mutating them, reweaving their soul.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Regenerate</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You heal about twice as fast as normal. Also, you heal things that are otherwise unhealable. Describe: Wounds spontaneously closing, regrowing an arm, stitching your flesh together, magically healing. Unhealable Things: Amputated hand, lost eye, missing teeth, burn scars, tumorous growths, paralysis.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Exploration"><div class="sheet-traitName">Alter Size</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can change your size for a few hours. Collaborate on how much you can change your size. Describe: Warping space around you, accelerating your metabolism, harnessing your titan blood.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Exploration"><div class="sheet-traitName">Chameleon Skin</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">If you're perfectly motionless, you're invisible. Describe: Surrounding yourself in an illusion, changing your skin color, becoming transparent.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Exploration"><div class="sheet-traitName">Chaos Theory</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can do something mundane to begin a chain of events (max 1). Every 30 minutes or so (real-time), the next player to the left rolls to determine how the chain of events escalates. Good Tales make the chain better; Bad Tales make the chain worse. At any point, you can make a final roll to end the chain of events. Begin the Chain: Pet a dog, give a beggar a gold coin, drop a nail, fire an arrow randomly into the distance. Describe: Manipulating events, embracing the random chaos of the universe, relying on pure luck.End the Chain: Help arrives, something explodes, someone dies, a building collapses, a war starts.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Exploration"><div class="sheet-traitName">Clay Body</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Your body can be malleable like clay or rubber. Describe: Stretching your muscles, popping your bones out of joint, becoming like clay or water, bending. Things You Can Do: Squeeze through a keyhole, reach a distant item, pull your hands out of manacles.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Exploration"><div class="sheet-traitName">Perfect Replica</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can spend materials to create a perfect duplicate of an item. Describe: Casting a flawless illusion, crafting something with pure artistry, creating a magic replica. Materials: Whatever the original item was made of, wood, steel, textiles, earth and stone, magic dust.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Exploration"><div class="sheet-traitName">Shape Flesh</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can transform into an object or back to your original form. While you're an object, you retain your senses and you can't act except to use this trait. Describe: Morphing, changing your skin, warping reality, transferring your soul to a physical vessel.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">A Thousand Masks</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can change your appearance to another similarly sized creature. Collaborate on how this trait works. Describe: Putting on a perfect disguise, changing bodies, morphing your phase, creating an illusion. How it Works: You must have touched them before, you leave a telltale flaw, you can't sustain it for long.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">Change of Heart</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can reverse part of a creature's personality for several hours. Describe: Warping their mind, inverting brain waves, reversing the polarity, changing their alignment. Reverses: Trust into mistrust, hate into love, curiosity into disinterest, lawfulness into lawlessness.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">Cosmic Trade</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can permanently trade parts of yourself with a willing creature. Describe: Switching parts of your souls, swapping body parts, changing bodies, reshaping reality. Trade: Faces, bodies, stats, traits, personalities, minds, destinies, traits, conditions, beauty for brains.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">Gestalt</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can fuse with other willing creatures and become a single entity with all of your combined strengths and weaknesses. Collaborate on what this entails. This ends when any participant wants out. Describe: Fusing with gem magic, absorbing their bodies, initiating morphing time, forming the head. Entails: Takes less damage, gain access to all traits, grow in size, use the highest stats from each person.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">It Was Me All Along!</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">If nobody knows where you are, you can reveal that an unimportant NPC was secretly you all along. Describe: Pulling back your hood, taking off your mask, morphing to your true form, staging a grand reveal.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">Takes One to Know One</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">While you are impersonating someone, the GM must answer all of your questions about your role's mannerisms, habits, and knowledge if the answers would help you perform that role. Explain how you know this information. Describe: Copying body language perfectly, creating a flawless disguise, studying your mark, acting.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">The Curse</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on how you curse others. When you curse someone, refund half of their XP. Change their aesthetics and spend their XP however you like to make them more like you. Their disposition toward you significantly improves. Describe: Infecting their bloodstream, hexing them with magic, leaving a mark on their skin, cursing them. Spread By: Draining their blood, biting them, giving them a parasite, performing a tribal ritual. Transform Into: Vampire, werewolf, zombie, ghost, horrific Old One, assimilated insectoid, drone.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Undeath,Combat"><div class="sheet-traitName">Dead Nerves</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Gain the defense "Dead Nerves []." Mark it when you suffer a Bad Tale that an undead creature could ignore. If that Bad Tale gave you a condition, completely ignore all negative effects associated with that condition. Describe: Ignoring a fatal wound, unnatural resilience, undead anatomy, your rotten organs. Ignore: Your guts spilling out, carry around your decapitated head, ignore a sword through your heart.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Combat"><div class="sheet-traitName">Death Throes</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on something powerful that happens when you die. Describe: Your soul exploding, uttering a final curse, completing your most powerful spell, finding vengeance. What Happens: Explode in necrotic energy, take your attacker with you, return as a ghost, curse someone.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Combat"><div class="sheet-traitName">Death Watch</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Whenever you or one of your closest allies would die, they instead hold onto life for several minutes or hours, depending on the severity of their injuries. During this time, they can be healed as normal to potentially avoiddeath. Also, the GM must answer honestly whenever you ask how close a creature is to death. Describe: Hiding them from Death, altering their anatomy, extending their life with necromancy.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Combat"><div class="sheet-traitName">Drain Soul</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can take a dying or recently dead creature's soul. Write it on your character sheet (max 5). Others can't interact with the soul (such as to resurrect it or communicate with it) without your consent. Also, you can forever obliterate the soul to temporarily gain some of its power. Collaborate on what that entails. Describe: Soul strands rising to your clenched fist, capturing its spirit in a gem, devouring its essence. Power: Increase one of your stats, bolster to do what it did well, gain a temporary trait, summon its spirit.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Combat"><div class="sheet-traitName">Plaguebearer</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on a disease that you carry, and how it spreads. You're immune to it. Describe: Pallid skin, sunken eyes, pus-filled boils on your skin, black blood, skin covered in a sheen of sweat. Plague: Virus, bacteria, worm parasites, fungal mushroom spores, dark curse, the seed of a corrupted plant. Symptoms: Vomit and nausea, painful boils, extreme fever, necrosis, coughing, weakness, eventual death. Transmitted by: Skin-to-skin contact, damaging someone, bodily fluids, drawing a rune on their skin.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Combat"><div class="sheet-traitName">Reanimate</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on a death condition and how quickly you reanimate. If you die and your death condition isn't met, you return to life. Death Condition: Staked in the heart, decapitated, killed when your phylactery is destroyed, poisoned. Describe: Crawling out of a shallow grave, coalescing from death, pulling yourself out of the spirit realm.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Exploration"><div class="sheet-traitName">Bloodseeker</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can hear far heartbeats with perfect accuracy. While focusing on someone, you can sense and understand every part of their physiology as if you'd dissected them and carefully studied every body part. Describe: Hearing blood course through their veins, noticing subtle changes in their physiology. Sense: Smell disease, hear a nervous heartbeat, feel the warmth of arousal, see pregnancy, taste their fear.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Exploration"><div class="sheet-traitName">Despoiler</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can cause far plants and objects to wither and decay. Describe: Withering plants to dry husks, rusting metal, spoiling food and water, warping wood, cracking stone.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Exploration"><div class="sheet-traitName">Eternal Hunger</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You no longer need to eat or drink. Collaborate on 1 new need that you must fulfill at least once a week or starve. When you excessively indulge this need, you heal as if you received 1 day of bed rest and medical attention, and you're bolstered to do anything. Describe: Cold skin, no pulse, you don't bleed when you're cut, obsessive desire, growling stomach. New Needs: Drink blood, eat nightmares, consume souls, feast on fear, absorb magic, devour nightmares.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Exploration"><div class="sheet-traitName">Haunt</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can awaken the terrain. It becomes sentient and gains XP equal to half of your total XP, which it can spend however it wants. Collaborate on its personality. Its disposition toward you significantly improves. Describe: Spilling your blood into the earth, binding a spirit to the land, corrupting the area, enchanting it. Terrain Actions: Open and close doors, attract or repel creatures, alter its geography, a ship sails itself.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Exploration"><div class="sheet-traitName">Pierce the Veil</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can see the spirit world. Collaborate on what that entails. Describe: Looking through ghost eyes, shifting your soul, your eyes going black, seeing dead people. Entails: See recently dead spirits, murderers appear to have blood-stained hands, see where a death occurred.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Exploration"><div class="sheet-traitName">Unlife and Unlimb</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can attach and reattach your body parts. You control your detached body parts and sense the world through them. You can instantly heal some conditions (such as an amputated arm) in this way. Describe: Watching through an eyeball, crawling with a hand, pulling your guts back inside yourself.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Interaction"><div class="sheet-traitName">Aura of Death</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give all far creatures the overwhelming desire to leave the area. Describe: Whispering dark words, creating a sudden chill, giving people an unsettling feeling in their gut.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Interaction"><div class="sheet-traitName">Banshee's Wail</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can emit an incredibly loud sound. Far creatures gain the condition "Deaf" until the ringing tops. The sound also shatters glass and shakes structures. Describe: Screaming the cries of the dead, wailing in agony, speaking with death's otherworldly voice.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Interaction"><div class="sheet-traitName">Braaaiins</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can gain some of a dead creature's knowledge and memories. Describe: Eating its brains, consuming its soul, enslaving it in the afterlife, absorbing its brain waves.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Interaction"><div class="sheet-traitName">Charon's Toll</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can sacrifice 1 treasure to negate 1 Bad Tale. Describe: Burying coins to pay Death's toll, turning treasure into ash, giving coins to a shadowy hand.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Interaction"><div class="sheet-traitName">Medium</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can speak to the dead. You must have access to part of a creature's body, or something that was important to it in life. Describe: Opening a door to the afterlife, tugging at a soul strand, sending your voice into the grave world.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Interaction"><div class="sheet-traitName">Possess</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can vanish and take control of a corpse or vulnerable creature. Use its stats and traits instead of your own, but you retain this trait. If the body you're possessing has more XP than you, gain a condition you can't remove until you end the possession. Your host can attempt to rebel against your possession. Describe: Overpowering its soul, becoming a spirit and moving inside of it, infecting its thoughts.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Warfare,Combat"><div class="sheet-traitName">Disarm</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can disarm someone. They drop a held item, which lands in a close space. If you have a free hand, you can catch the item instead. Describe: Attacking in a flurry, cutting through foes, spinning in a blade tornado, releasing an explosion.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Combat"><div class="sheet-traitName">Every Scar a Lesson</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Whenever you're defeated by a worthy threat, gain the defense "Scarred by _____ []." Write the threat in the blank. Mark it when you suffer a Bad Tale related to that threat. Describe: Jagged cut, burned skin, crooked finger, missing tooth, glowing rune-scar, dented armor. Threats: Dragon, bug, beast, sword, trap, soldier from the Southern Kingdom, wizard, rogue, frost, fire, acid.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Combat"><div class="sheet-traitName">Guardian</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can intercept attacks if you're in a position where you can logically do so. Describe: Interposing yourself, diving in the way, lifting your shield over someone, shoving them behind you.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Combat"><div class="sheet-traitName">Kensai</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Give one of your weapons a name. It is now a magic item, but only in your hands. Collaborate on its effects. Absolutely nothing can forcibly remove it from you. If lost, it miraculously finds its way back to you in less than a day. Describe: Performing a sacred blade ritual, carving the weapon's name into it, baptizing the weapon in blood.Miraculous Return: Trip over it in the woods, find it on the next corpse you loot, find it for sale in a shop.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Combat"><div class="sheet-traitName">Shove</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can push someone back as far as you can normally move. Move into the spaces they vacate. Describe: A powerful bull rush, lowering your shield and charging forward, making them dodge backward.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Exploration"><div class="sheet-traitName">Arena</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you set foot on a battlefield, tell the GM about a strategic asset on that battlefield. Describe: Examining the field with a tactical eye, noticing an important detail, exploiting the terrain. Assets: A platform that will crumble from a good hit, a hidden trap, ample cover, a bottleneck.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Exploration"><div class="sheet-traitName">Grit</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Your endurance exceeds normal limits. Collaborate on what this entails. Describe: Setting your jaw and powering through, shrugging it off, ignoring pain and aching muscles. Capabilities: Run a marathon, carry an unconscious ally for hours, ignore your biological needs for a week.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Exploration"><div class="sheet-traitName">Guard Duty</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">While you're paroling, guarding, or escorting, you have a basic understanding of everything that happens in and around whatever you're protecting. Also, you can completely negate 1 Bad Tale against whatever you're guarding during this time. Describe: Keeping an eye out, watching the shadows, establishing lookouts, guarding the area, setting patrols.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Exploration"><div class="sheet-traitName">High Ground</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you reach an area's most tactically advantageous position, immediately tell a free Good Tale. Describe: Using the high ground to cut down foes, getting a better vantage point, controlling a bottle neck.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Exploration"><div class="sheet-traitName">Strong Back</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You have +5 inventory slots. Describe: A huge backpack, strong muscles, broad shoulders, bearing the burden, wearing heavy armor.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Exploration"><div class="sheet-traitName">Titan's Strength</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Your ability to lift and carry heavy weights exceeds normal limits. Collaborate on what this entails. Describe: Your veins pulsing, straining your muscles, gritting your teeth, heaving something over your head.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Blood on the Wind</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Whenever someone important to you is in danger, you know their exact location and what sort of danger they're in. Describe: Feeling it in your gut, the hairs on the back of your neck standing up, getting a dark premonition.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Bushido</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you show an enemy profound mercy or respect, their disposition toward you significantly improves. Also, write on your character sheet that you hold their debt. Cross it off to have them pay off that debt. Describe: Earning karma, holding others to a high standard, bringing out the best in others.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Cold Read</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can have the GM tell you all of a visible creature's traits. Describe: Reading their body language, getting a gut feeling, making guesses based on their equipment.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Enemy of My Enemy</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you harm, hinder, or disrupt an enemy, you can have the GM tell you of one of your enemy's enemies. Their disposition toward you significantly improves. Explain how you know this information. Describe: Teaming up, forging an alliance, putting petty grudges aside, using each other towards your goals.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Get Their Attention</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make everyone present think that you are by far the biggest threat until they see evidence to the contrary. Describe: Performing a deadly weapon maneuver, looking deadly and intimidating, pissing them off.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Gladiator</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">After you win a fight, choose someone who watched you fight. Tell the GM how they henceforth feel about you. Describe: Showboating, an incredible display of power, pleasing the crowd, flexing your muscles. How they Feel: Don't cross them, they're so sexy, I need to befriend them, I never want to fight them.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Iron Sharpens Iron</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you train with others, you can gain 1 of your training partner's traits (max 1) as a temporary trait for about 1 day. Each of your training partners can similarly gain 1 of your traits (max 1) as a temporary trait for about 1 day. Describe: Practicing weapon drills, trading war stories, forging spiritual bonds, swearing oaths of loyalty.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">No One Left Behind</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can save someone from any threat imaginable. However, your fates are now intertwined until both of you are completely safe and have no conditions. If one of you gains a condition or dies while your fates are intertwined, the other does as well. You can't use this trait on someone if your fates are already intertwined. Describe: Leaping to their rescue, dragging your ally to safety, grabbing them as they fall over a cliff ledge.</div></div>
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</div>
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</div>
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<div class="sheet-ExampleFeats20">
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<div class="sheet-feats sheet-NewspaperColumns">
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<div class="sheet-exampleTrait" title=" alchemy "><div class="sheet-traitName"> Alchemy </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/SpgNxuS.jpg"/></div></div>
|
||
<div class="sheet-exampleTrait" title=" arcane "><div class="sheet-traitName"> Arcane </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/zodknOS.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
|
||
<div class="sheet-exampleTrait" title=" artifice "><div class="sheet-traitName"> Artifice </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/kD5X1J4.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" bardic lore "><div class="sheet-traitName"> Bardic Lore </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/oWHiqj7.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" beast "><div class="sheet-traitName"> Beast </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/iFyIIES.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
|
||
<div class="sheet-exampleTrait" title=" command "><div class="sheet-traitName"> Command </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/fbxCJQX.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" dragon "><div class="sheet-traitName"> Dragon </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/9o4nH5R.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
|
||
<div class="sheet-exampleTrait" title=" elements "><div class="sheet-traitName"> Elements </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/zsA1ads.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" faith "><div class="sheet-traitName"> Faith </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/hsIe1LY.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" heritage "><div class="sheet-traitName"> Heritage </div><div class="sheet-traitDescription"> <img src="https://i.imgur.com/9PpuMCn.jpg"/><div class="sheet-artistCredit">artwork by Dakota Curry <br/> https://dakotacurryart.weebly.com </div></div></div>
|
||
<div class="sheet-exampleTrait" title=" martial arts "><div class="sheet-traitName"> Martial Arts </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/6lVjI81.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" nature "><div class="sheet-traitName"> Nature </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/Cebw9sY.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
|
||
<div class="sheet-exampleTrait" title=" occultism "><div class="sheet-traitName"> Occultism </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/C0J3OGT.jpg"/><div class="sheet-artistCredit">artwork by VerbalFlourish <br/> http://vf-portfolio.tumblr.com/ </div></div></div>
|
||
<div class="sheet-exampleTrait" title=" psionics "><div class="sheet-traitName"> Psionics </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/9eLEm9M.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" savagery "><div class="sheet-traitName"> Savagery </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/T4vpG62.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" thievery "><div class="sheet-traitName"> Thievery </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/F5eRgDl.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" tracking "><div class="sheet-traitName"> Tracking </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/NuABBUm.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" transformation "><div class="sheet-traitName"> Transformation </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/uJyNUDQ.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" undeath "><div class="sheet-traitName"> Undeath </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/adXPIbh.jpg"/> </div></div>
|
||
<div class="sheet-exampleTrait" title=" warfare "><div class="sheet-traitName"> Warfare </div><div class="sheet-traitDescription"> <img src="http://i.imgur.com/Kg15ctJ.jpg"/> </div></div>
|
||
|
||
|
||
<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Acid</div><div class="sheet-traitType">Combat</div><div class="sheet-traitRequirements" title="roll required"></div><div class="sheet-traitDescription">You can dissolve a handheld item or an equivalent amount of material. Describe: Sizzling chemical, acrid scent, bubbling green liquid, reducing something to frothy sludge.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Biohazard</div><div class="sheet-traitType">Combat</div><div class="sheet-traitRequirements" title="resource required"></div><div class="sheet-traitDescription">You can expend a chemical that you did not create to tell a free Good Tale. Chemicals: Black powder barrel, vial of acid, goo pud-dle, mushrooms, pool of monster blood, thick smoke. Describe: Causing a chemical reaction, adding a spark to explosives, identifying a chemical's properties. Reactions: Explode, catch something on fire, heal some-one, blind, create a thick cloud, poison, create fireworks.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Flashbang</div><div class="sheet-traitRequirements" title="roll required"></div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can create an incredibly bright flash and loud bang in a zone. Creatures in the zone gain the condition "Blind and deaf" until the effects fade. Describe: Bottled sunlight, sonic crystals, volatile chemicals, shattering a sun crystal, fireworks, a bright flare.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Healing Potion</div><div class="sheet-traitRequirements" title="resource required"></div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can spend reagents to create a healing potion. Anyone who drinks it heals as if they received 1 day of uninterrupted bed rest and medical attention. Then, they gain the condition "Hungry and tired." Describe: A bubbling red liquid, a sweet-tasting potion, medicinal salves, brewing the potion in your lab. Reagents: Curative herbs, pure water, bottled sunlight, tree sap, crushed fruit seeds, enriched blood, sugar.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Inoculated</div><div class="sheet-traitRequirements" title="roll required"></div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Gain the defense "Inoculated []." Whenever you suffer a Bad Tale related to chemicals, poison, disease, make a roll. A good tale will prevent the effect altogether. A bad tale will expend this resource. Conditions prevented: Disease, poison, venom, parasites, infec-tions, blood curse, forced transformations.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Panacea</div><div class="sheet-traitRequirements" title="resource required"></div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can spend reagents to create a panacea. Anyone who drinks it replaces all conditions related to physical ailments with "Hungry and tired." Physical ailments include things like poisons, diseases, and curses, not wounds like broken bones or severed arteries. Describe: Distilled water so pure it washes away any-thing, drink an antitoxin, release cleansing vapors. Conditions: Disease, poison, venom, parasites, infec-tions, blood curse, forced transformations. Reagents: Distilled water, bottled cloud, soap, clear parchment pulp, spring water, a new leaf, starlight.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Combat"><div class="sheet-traitName">Poisonous</div><div class="sheet-traitRequirements" title="tradeoff required"></div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You have a poison. Collaborate on its properties. Creatures you poison gain the condition "Poisoned" and slowly start to suffer symptoms. Describe: Injecting poison, venomous fangs, a toxic vial, poison-tipped blow darts, venom-coated weapon.Symptoms: Muscle weakness, nausea, eventual death, paralysis, hallucinations, paranoia, anti-coagulation.<p>Being poisonous comes with a tradeoff. Discuss the potential tradeoffs with your group and identify your particular downside or risk.</p> </div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Exploration"><div class="sheet-traitName">Adamanthesive</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can adhere two things together. After about 1 minute, they're permanently bound together. Collaborate on what dissolves the adhesive. Describe: Alchemical glue, fusing molecules together, never-melting ice, stitching together the fabric of reality. Dissolves By: Time, extreme heat or cold, a certain chemical, a magic phrase, pure distilled water, starlight.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Exploration"><div class="sheet-traitName">Field Alchemy</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can harvest rare reagents. When you do, the GM tells you what trait the reagent contains. You can perform alchemy to transform the reagent into an elixir. Anyone who drinks it gains that trait as a temporary trait for several minutes. Describe: Mixing chemicals in a lab, distilling essence, bubbling liquids, growing magic crystals, mad science. Reagents: Moss, monster blood, powdered monster bone, venom, mushrooms, tree sap, magic crystals.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Exploration"><div class="sheet-traitName">Mutagen</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can spend reagents to create a mutagen, which can cause any effect imaginable. Collaborate on your mutagen's effects. For every beneficial effect your mutagen has, the GM gives it a detrimental side-effect. Describe: Brewing a bubbling potion, harnessing raw chaos, bottling a chain reaction, special lab equipment. Effects: Reduce a building to acidic sludge, transform someone into a monster, cause a HUGE explosion. Reagents: Unstable chemicals, powerful bases, caustic acids, radioactive metal flakes, mithril flakes. Side-Effects: It's highly unstable, its radioactive, you mutate hideously, the fumes are toxic, it drains you.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Exploration"><div class="sheet-traitName">Oil Slick</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can create an extremely slippery zone. Describe: Spew oil from a hose, shatter a goo flask, se-crete from oily glands, shatter an oil barrel.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Exploration"><div class="sheet-traitName">Philosopher's Stone</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can turn certain materials into treasure. Collaborate on what materials you can transform. Describe: Changing their chemical structure, reshaping reality, turning lead into gold, rebuilding atoms.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Interaction"><div class="sheet-traitName">All-cohol</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can spend reagents to create all-cohol. Anyone who drinks so much as a sip instantly gains the condition "Drunk" and must act accordingly. Describe: Distilling the alcohol, the fermentation pro-cess, ruddy cheeks and slurred speech, how it tastes. Reagents: Yeast, barley, pure alcohol, liquor, wheat, hops, grains, distilled water, grapes, ripe fruit.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Interaction"><div class="sheet-traitName">Drug</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can spend reagents to create an addictive drug. Collaborate on the drug's properties. Administered By: Ingestion, inhaling via smoke, injec-tion, inhalation through the nose, skin contact. Describe: Growing special plants, brewing in your lab, wearing a gas mask and gloves, breaking bad. Properties: Extreme elation, hyperactivity, absolute fearlessness, itchy hives, sleeplessness, the munchies. Reagents: Herbs, roots, crushed leaves, powdered seeds, dissolved tree bark, lizard oil, swamp gas, fumes.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Interaction"><div class="sheet-traitName">Love Potion</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can spend reagents to create a love potion. Anyone who drinks it gains the condition "Enamored" and falls in love with the next person they see who is of a race and gender they normally find attractive. Describe: Light and fruity pink liquid, butterflies in their stomach, distilling the essence of desire. Reagents: Butterfly wings, wine, strawberries, choco-late, hair from a virgin, sugar, sweat, spring water.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Interaction"><div class="sheet-traitName">Perfume</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give something an incredibly pleasant or unpleasant scent for about 1 day. If it's pleasant, creatures are inexplicably drawn to the scent and gain the desire to possess the scent's source. If it's repulsive, creature are disgusted by it and don't want to be near it. This may have the opposite effect on creatures like undead and vermin that are attracted to disgusting smells. Describe: Heavenly scent, heady aroma, relaxed and pleasant feeling, euphoria, being light headed.</div></div>
|
||
<div class="sheet-exampleTrait" title="Alchemy,Interaction"><div class="sheet-traitName">Pheromones</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on a base emotion or instinct. You can emit pheromones in the air. Anyone who breathes in your pheromones gains the condition "Instinct-Driven" and experiences the selected emotion or instinct with increasing intensity. Describe: Musky scent, dilated pupils, mixing animal pheromones, working in your lab, altered biochemistry. Emotions and Instincts: Survive, reproduce, find a pack, lust, fear, rage, hunger, envy, joy, sadness.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Barrier</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can create a wall (max 1) of 20 spaces or less that lasts a few minutes. Shape it however you want, but don't imprison anyone. Describe: Creating a wall of force, conjuring a wall of iron, dividing reality with an impenetrable barrier.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Counterspell</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on how you charge this trait. At any point, spend the charge to make someone's Tale utterly fail. Charge: Write runes in your spellbook, enchant your staff with a null-spell, meditate in total silence. Describe: Turning their power against them, activating a ward, triggering a contingency, casting an anti-spell.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Dispel</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can destroy or suppress magic. Describe: Stealing magic, purging dark magic, teleporting energy, reshaping reality, siphoning magic.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Evocation</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can create an explosion in a zone. Describe: Explosion of arcane energy, beam of pure energy, cone of force, burst of raw chaos all around you.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Magic Resistance</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Gain the defense "Magic Resistance []." Mark it when you suffer a Bad Tale related to magic. You're then immune to that specific magic for several minutes. Describe: Conjuring a spell shield, your magical blood, have a resistant spirit, your spell-ward tattoos.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Magic Missile</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You don't need ammo to make ranged attacks, and your projectiles can turn corners to seek targets. Describe: Conjuring orbs of energy, shooting blue lights, firing laser beams, creating ammo from the ether.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Metamagic</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on a resource associated with this trait, and how you acquire that resource. You can have 3 of that resource at a time. Spend 1 resource to choose 1 effect for your action: It's much subtler or flashier. Approximately double the range. Approximately double the duration. Delay it from activating for a few minutes. Describe: Infusing your spells with mana, activating runes, shouting words of power, using crystals. Resources: Meditate to gather mana, inscribe symbols in a spellbook, gather energy from magical leylines.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Combat"><div class="sheet-traitName">Rewind</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can rewind someone, returning them to their status about 1 minute ago. Then, you can't use Rewind again for about 1 minute. Describe: Turning back time, jumping into a worm-hole, reversing time's flow, casting chrono-magic. Status: Inventory, wounds, location, treasure, temporary conditions, memories, physical condition.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Alter Time</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can alter time.Collaborate on what you do. Alter Time: Undo an event, slow down time in an area, travel to the far future or distant past, restore youth. Describe: Changing the flow of times, casting powerful chrono-magic, stepping out of the time stream.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Cantrips </div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can perform minor magic tricks. You can do virtually anything with these tricks so long as the effect is comparatively weak. Describe: Performing sleight of hand, creating a minor illusion, dazzling with showy magic, casting rote spells. Tricks: Inscribe a permanent glowing rune, make a handheld item vanish or appear, light candles in a room.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Detect Magic</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can experience magic with your normal senses. Describe: Seeing swirls of magic, how magic sounds, the stench of necromancy, the glow of divine magic.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Illusion</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can create a convincing illusion that lasts for several hours. Describe: Bending light and shadow, creating a faerie illusion, deceiving their minds, casting twilight magic.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Invisibility</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can touch something to turn it invisible for several hours. Collaborate on what causes the invisibility to flicker, fade, and end. Describe: Bending light and shadow, creating a faerie illusion, deceiving their minds, casting twilight magic.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Place of Power</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Whenever you encounter a place of power, collaborate on what power you can draw from it. Describe: Pulling forth a geyser of pure energy, devouring raw magic, bending energy to your will. Places: Ley line, magic anomaly, dragon graveyard, primeval grove, heart of the mountain, sun temple. Power: Amplify a trait, gain a temporary trait, deal more damage there, heal more quickly, enhance a stat.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Ritual</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Whenever you want, tell the GM a powerful effect you want to achieve. The GM will tell you what you need to do to complete a ritual. If you fulfill the requirements, you achieve the desired effect. Describe: Performing an ancient ritual, reciting magic phrases, chanting around a glowing circle. Effects: Eternally seal a creature in a prison, raise a sunken ship, make a magic effect permanent. Requirements: Visit a special location, sacrifice treasure, chant with other wizards, obtain a special item.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Exploration"><div class="sheet-traitName">Teleport</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can teleport.Collaborate on what that entails. Describe: Vanishing in a puff, rearranging spacetime, opening a wormhole, stepping across dimensions. How it Works: You must have been there before, requires line of sight, requires intense concentration.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Apprentice </div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can designate 1 of your minions (max 1) as your apprentice. Their disposition toward you significantly improves and the end of their contract becomes "in exchange for guidance and hands-on training." When you gain XP, your apprentice gains that much XP as well. Describe: Leading by example, explaining the intricacies of your craft, testing their skills, bonding with them.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Familiar</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Create a minion with half of your XP and the contract "_______ will loyally serve as your lab assistant, pet, and familiar in exchange for basic necessities." If lost, collaborate on how you replace it. Describe: Summoning a familiar, growing it from a drop of your blood, enchanting an animal to serve you. Familiars: Imp, cat, frog, snake, mouse, dog, monkey, small robot, raven, owl, drakeling, mana dragon.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Flawless Logic</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You are far more persuasive with logic, reasoning, and evidence. You can sway others in situations when logic would normally fall on deaf ears. Collaborate on how your logical arguments exceed normal limitations. Describe: Listing the facts, reaching a logical conclusion, using your sharp mind, outwitting someone.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Gentleman and a Scholar</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you show someone respect, they will match the amount of respect you show them until you show them disrespect. Describe: Wearing a monocle, bowing graciously, giving a firm handshake, showing due respect.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Just an Old Man with a Walking Stick</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make someone grossly underestimate you until they see proof to the contrary. Describe: Leaning heavily on your cane, acting awkward and socially inept, acting naive and harmless.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Mutual Edification</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you honestly reveal information to someone or answer one of their questions, they must share equally important information or answer an equally sensitive question. Describe: Proposing an exchange, tricking them into talking, showing scholarly respect, educating each other.</div></div>
|
||
<div class="sheet-exampleTrait" title="Arcane,Interaction"><div class="sheet-traitName">Pedantic</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make people listening to you gain the condition "Bored and Sleepy." Describe: Talking in one long incredibly unbroken sentence, your monotone voice, droning on and on. Topics: Spore varieties, extended noble lineage, Agazar's Third Law of Arcano-Kinetics, ancient texts.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Artifice,Combat"><div class="sheet-traitName">Armor Plating</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Defenses you gain from armor and shields each grant 1 additional box. Describe: Steam-powered absorption plates, glowing symbols, thick chainmail, dragon-scale armor plating.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Combat"><div class="sheet-traitName">Arsenal</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Draw a symbol next to 3 of your inventory slots. Items you place in these slots vanish from reality (but still occupy slots). No one else can access these items. Whenever you want, you can call any of these items to your person, or make them vanish again. Describe: A sword appearing in your hand, summoning your hammer from the heavens, morphin' time.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Combat"><div class="sheet-traitName">Deflect</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">At any point, you can break one of your weapons, shields, or armor worth at least 1 treasure to completely avoid a Bad Tale related to being attacked. Describe: Sparks flying when blades clash, your ablative armor, taking the hit with your shield.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Combat"><div class="sheet-traitName">Dismantle</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can destroy a personal item, such as a weapon or suit of armor. Describe: Striking a structural weak point, breaking it in half, matching its vibration frequencies.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Combat"><div class="sheet-traitName">Enchant</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give a touched item 1 item trait (max 3) as a temporary trait for several hours. Describe: Etching runes on its surface, treating it with magic oils, altering its molecular lattice structure.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Combat"><div class="sheet-traitName">War Machine</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can spend materials to create a war machine with half your XP. It's inert without a pilot. The pilot uses the machine's attributes instead of their own. Describe: Steam-powered gears, shining metal, smoke billowing from a furnace, blinking lights. a console. Machines: Power armor, steam-powered catapult, submarine, elemental cannon, clockwork steed, spider tank. Materials: Scrap metal, saw blades, shields and armor plating, rubber tubes, copper wires, gears, gizmos.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Forge</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can spend materials to create a magic item, or improve an existing item. Collaborate on the item's properties. Stronger materials create more powerful items. Describe: Hammering metal at a forge, performing the magic item naming ritual, imbuing an item with magic. Materials: Iron, steel, mithril, metal from a meteorite, glowing crystals, dragon scales, blood oak, demon hide.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Grappling Hook</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can pull yourself to a far object, or pull it to you (whichever is more logical). If you or your target is falling, you can use this instantly. Describe: Launching a grappling hook, throwing a tether, using a web-shooter, firing a magnet gun.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Identify</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you examine a magic item, the GM must tell you all of its properties. Then, collaborate on 1 additional property that you discover or unlock. Describe: Reading an item's aura, recalling its history, noticing tiny details that tell a deeper story. Questions: How is this blade connected to demons? What happens when this shield touches sunlight?</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Ingenuity</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Your ability to fix, build, and deconstruct exceeds normal limits. Collaborate on what you're capable of doing. Describe: Tinkering with gears, your expert craftsmanship, intuitively understanding how it works.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Mobile Fortress</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can spend materials to make a structure mobile. Collaborate on how it moves. Describe: Steering the ship, activating a gravity reverser, fueling the steam engine, triggering magic runes. Mobility: Floats on water, hovers a few inches off the ground, flies, rolls, teleports to a visible spot at dawn.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Pocket Plane</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You have an extradimensional space, which is a miniature universe. Collaborate on its properties. On your turn, you can open or close a portal to it. Describe: Opening a door in the air, a floating island in space, a featureless room, an empty white nothing. Properties: Size, temperature, if there's fresh air, appearance, dangers, flaws, how large the portal is.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Prosthesis</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can create a prosthesis and attach it to someone. Prostheses compensate for physical disabilities and can remove permanent conditions, such as amputations. Describe: Attaching it through gruesome surgery, building it in a workshop, collaborating with the recipient. Prostheses: Steam-powered arm, goggle eyepatch, golem leg, metal skin plates, clockwork heart.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Exploration"><div class="sheet-traitName">Tool for the Job</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can instantly create an item, which persists as long as it's in your presence. You have 1 rune to spend as if it's treasure to buy item traits for these conjured items. You can sacrifice 1 treasure to give this trait +1 rune. Conjured items refund their runes when they expire. Describe: Conjuring a tool out of nothing, creating a sword out of sunlight, making a shield out of ice. Items: Sword, shield, suit of armor, candle, rope, chalk, water skin, hammer, nails, crowbar, pouch, hand drill.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">A Thing of Beauty</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make someone obsessed with a visible item worth at least 1 treasure. They gain an overwhelming desire to possess it, or they focus on it while ignoring their surroundings. Describe: Swinging a hypnotic pocket watch, showing a glittering gemstone, showing how the gears work.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">BEHOLD!</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make everyone believe that an item does something specific, even if it doesn't. They cease to believe if they closely inspect the item. Describe: Using words too big for anyone to understand, grandiose threats, cackling madly.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">Buyer's Market</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">In addition to what the GM decides is available at every market, shop, or fence you encounter, you can decide 1 additional thing that's in stock. Describe: Having a keen eye, knowing the best markets, tracking down merchants, sending order requests.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">Communicator</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can spend materials to create a communicator. Creatures with one of your communicators can communicate with each another. Describe: Handheld device, resonating sonic crystals, bottled air elementals, gizmos linked by ethereal threads.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">Crazy Enough to Work</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you explain a plan that is even theoretically possible, it becomes perfectly feasible. The GM can't cite logic, physics, or difficulty as reasons to decrease your rolls to enact the plan. Also, you're bolstered to enact your plan. Describe: Cackling madly, created absurdly complicated blueprints, using technobabble, showing your math.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">Don't Push that Button!</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">If you warn somebody not to do something harmless and they do it anyway, tell a free Good Tale about how they made a terrible mistake. Describe: Using big words to confuse them, implying terrible consequences, acting like you know a secret.</div></div>
|
||
<div class="sheet-exampleTrait" title="Artifice,Interaction"><div class="sheet-traitName">It's Dangerous to Go Alone, Take This</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you give someone a new or improved item, they're bolstered to use that item. Describe: Use small words to explain how it works, giving the right tool at the right moment, enchanting it.</div></div>
|
||
|
||
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitRequirements" title="roll required"></div><div class="sheet-traitName">Duel</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can challenge someone to a duel. Others can't interfere with your duel until one of you wins the duel. Describe: Telling them to prepare to die, challenging them, clashing swords and grinning at each other.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitRequirements" title="roll required"></div><div class="sheet-traitName">Feint</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can make someone hesitate, flinch, or suffer a moment of doubt. Describe: Surprising them with impressive swordplay, insulting their mother, upstaging them, mocking them. You may use this to get a second chance to avoid a bad tale, or to increase your roll to "test a resource".</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitRequirements" title="limited scope, situational"></div><div class="sheet-traitName">Flair for the Dramatic</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Whenever things take a turn for the worse and you're in serious danger, you're bolstered. Describe: Spitting out blood and laughing, showing your fighting spirit, improvising, a last-ditch effort.Serious Danger: Some of your allies have been defeated, you're falling to your doom, you're surrounded.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitRequirements" title="roll required"></div><div class="sheet-traitName">Inspire</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you bolster allies to fight, you may choose a longer duration or area of effect: <ul><li>lingering effect: your bolster lasts for the next three related actions</li><li>group effect: you bolster all allies within earshot</li></ul> Describe: Giving a riveting speech, encouraging others, performing, singing a tune, playing an instrument.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitRequirements" title="tradeoff required"></div><div class="sheet-traitName">Raise Spirits</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Alcoholic drinks heal you as if they're healing potions (refer to the Alchemy theme), except that they give you the condition "Drunk" instead of "Hungry and tired." Describe: Drinking to dull the pain, celebrating with a cold one, chugging, being a typical adventurer. Drinks: A bottle of wine, a massive stein of ale, a flask of liquor, a line of shots, a few mixed drinks.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Combat"><div class="sheet-traitRequirements" title="resource required"></div><div class="sheet-traitName">Steal the Spotlight</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on how you charge this trait. Spend the charge to steal the GM's Bad Tale and turn it into a Good Tale. Charge: Do something unnecessarily risky, gain a crowd's attention, steal all the credit, gain a reputation. Describe: Shouting over them, doing something dramatic, countering them in a spectacular display.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Exploration"><div class="sheet-traitRequirements" title="limited scope, situational"></div><div class="sheet-traitName">According to Legend</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you start a quest or enter a new region, tell the GM that according to legend, something powerful exists in the area. The GM will give you a cryptic clue about where to find it. If you find the source of the clue, you locate the legendary power. Clue: Where two trees intertwine, the deepest and darkest part of the cave, surrounded by a thousand corpses. Describe: Sharing a story you heard, mentioning a rumor, putting together clues from history books. Power: Lost treasure, magic shrine, portal to another world, underground dungeon, unhatched dragon eggs.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Exploration"><div class="sheet-traitRequirements" title="tradeoff required"></div><div class="sheet-traitName">Comedy and Tragedy</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Show your gaming group a "Comedy and Tragedy" token. At any point, give it to the GM to tell a free Good Tale; take it from the GM to have the GM tell a free Bad Tale. Start each session with the token in your possession. Describe: How your fortune turns, an exciting plot twist, a shift in tone, poetic justice, how fate intervenes.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Exploration"><div class="sheet-traitRequirements" title="limited scope, situational"></div><div class="sheet-traitName">Dramatic Entry</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you make a dramatic, flashy, or dangerous entrance you're bolstered to do anything. If a lot of people watched your entrance, you're bolstered again. Describe: Swinging in on a rope, walking out of an explosion, riding in on a unicorn, kicking down the doors.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Exploration"><div class="sheet-traitRequirements" title="tradeoff required"></div><div class="sheet-traitName">Jack-of-All-Trades</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can gain any trait as a temporary trait (max 1). Collaborate on how that trait is flawed. Describe: Pulling an ace out of your sleeve, getting beginner's luck, improvising, seeing your training pay off. Flaws: It's imprecise and messy, it's exhausting, it's less potent, you need a special tool, it's loud and obvious.</div></div>
|
||
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitRequirements" title="tradeoff required"></div><div class="sheet-traitName">A Night to Forget</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Whenever you engage in drunken revelry, you can announce it's a night to forget. The GM tells you where you wake up and gives you 1 condition. Write on your character sheet that you have 1 fuzzy memory (max 5). Cross off a fuzzy memory to suddenly remember what you did that night, and how your actions that night somehow benefit your current situation. Describe: Buying drinks for everyone, going bar hopping, visiting the brothel, throwing a wild party. Benefits: You've been here before, you seduced the evil villain, there's a magic item in your pocket.</div></div>
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||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitRequirements" title="roll required"></div><div class="sheet-traitName">Boost Morale</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you rest for the night, you can bolster each of your present allies to do something during the next day. Decide immediately what they're bolstered to do. Describe: Exaggerating the day's adventures, cracking jokes, playing tunes, telling a story, keeping spirits high.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitRequirements" title="resource required"></div><div class="sheet-traitName">Cameo</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you earn an NPC's respect and good will, write their name on your character sheet. Cross of their name to have them show up. Describe: Bumping into them randomly, them saving you in the knick of time, spotting them in a crowd.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitRequirements" title="limited scope, situational"></div><div class="sheet-traitName">Fame and Infamy </div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on a reputation for yourself (it doesn't haveto be true). Whenever you like, others know your reputation, believe at least part of it, and act accordingly. Describe: Showing a signature scar or tattoo, giving your full name, saying "Don't you know who I am?" Reputations: Assassin who never fails, magically cursed, the land's greatest duelist, a legend in the bedroom.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitRequirements" title="limited scope, situational"></div><div class="sheet-traitName">First Impressions</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you first meet someone, the GM must answer 1 question about them. Describe: Reading their body language, going with your instincts, getting a general vibe, noticing a detail.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitRequirements" title="roll required"></div><div class="sheet-traitName">Honeyed Words</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You are far more charming and convincing. You can sweet-talk others to do things that they would normally refuse. Collaborate on how your charm exceed normal limitations. Describe: Giving an impassioned speech, calling in a favor, subtly manipulating someone, being charming.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitRequirements" title="tradeoff required"></div><div class="sheet-traitName">Rumors</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">At any point, you can have the GM tell you 2 facts and 1 lie about whatever you're investigating. Describe: Overhearing gossip, trading for information, remembering rumors you heard while in town.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitRequirements" title="roll required"></div><div class="sheet-traitName">Small World</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can recognize an NPC as an old acquaintance. Explain how you know each other and how they feel about you. Describe: Recognizing your old stomping grounds, looking up an address, hearing so-and-so is in town. Old Acquaintances: Drinking buddy, cousin, former adventuring partner, old flame, business partner.</div></div>
|
||
<div class="sheet-exampleTrait" title="Bardic Lore ,Interaction"><div class="sheet-traitRequirements" title="limited scope, situational"></div><div class="sheet-traitName">Wingman</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you enter someone's good graces, bolster an ally to socialize with that person. Describe: Chatting up your friend, telling them what to say, lightening the mood, making introductions.</div></div>
|
||
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||
<div class="sheet-exampleTrait" title="Beast,Combat"><div class="sheet-traitName">Envelop</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can put a smaller creature inside of you. They can't escape until you're defeated or you let them, and they gain the condition "Crushed" or "Digested" (your choice) while inside of you. However, physical conditions that they inflict on you are much worse than normal. Describe: Swallowing someone whole, wrapping with tentacles, constricting them with your snake-body.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Combat"><div class="sheet-traitName">Fight or Flight </div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on what constitutes being close to death. When you're close to death, increase all rolls to fight or flee (choose one) until you're safe. Describe: Acting like a cornered beast, running on instinct, becoming feral, doing whatever it takes.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Combat"><div class="sheet-traitName">Fling</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can fling a creature that's smaller or lighter than you a close distance. Describe: Knocking them aside with horns, slamming into them, biting them and flinging them into the air.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Combat"><div class="sheet-traitName">Gorgon's Gaze</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can set someone (max 1) under your gaze. While under your gaze, they move half as fast as normal and have the condition "Turning to Stone." Describe: Your serpentine eyes, freezing them with your baleful gaze, poisoning their mind and muscles.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Combat"><div class="sheet-traitName">Rend</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can attack someone to give them the condition "Bleeding Out." Describe: Going for the jugular, ripping their flesh to shreds, anti-coagulant venom, disemboweling them.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Combat"><div class="sheet-traitName">Trample</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can charge more or less in a straight line, moving through other creature's spaces. Melee attack each creature you move through. Describe: Crushing them underfoot, bull rushing past them, turning ghostly and ripping through their souls.</div></div>
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||
<div class="sheet-exampleTrait" title="Beast,Exploration"><div class="sheet-traitName">Burrow</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can slowly burrow through the earth. If you like, leave behind a 1-space tunnel. Describe: Digging with heavy claws, slithering through soil like a worm, pushing apart rock with your mass.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Exploration"><div class="sheet-traitName">Cheetah's Swiftness</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on how you're much faster than normal, and how quickly traveling like this exhausts you. Describe: Sprinting at top speed, running in leaps and bounds, charging across the open plains.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Exploration"><div class="sheet-traitName">Enhanced Senses</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on an enhanced natural sense that you have. Describe: Studying others with slitted cat-eyes, sniffing the air or the ground, your ears perking up suddenly. Senses: Bat-like echolocation, wolf-like sense of smell, cat-like night vision, rabbit-like sense of hearing.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Exploration"><div class="sheet-traitName">Kaiju</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on how you're bigger or smaller than normal. Describe: Tiny frame, high-pitched voice, massive size, shaking the earth with each step, booming voice.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Exploration"><div class="sheet-traitName">Spin Web</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can produce sticky or non-sticky web strands that are stronger than steel chains. If sticky, they powerfully stick to everything other than you that they touch. Describe: Spinning a deadly web, dangling strands from the ceiling, platinum strands that glimmer faintly.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Exploration"><div class="sheet-traitName">Swarm</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can disperse into a swarm or reconstitute around one of your component pieces. At the GM's discretion, losing parts of your swarm may harm you. Describe: Falling apart, vanishing in a cloud of creatures, scattering into holes and cracks, dispersing. Swarm of: Rats, bats, snakes, ants, bugs, leeches and worms, flies, motes of light, woodland creatures, birds.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Interaction"><div class="sheet-traitName">Awaken Beast</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give an animal human-like intelligence and the ability to speak. Collaborate on its personality. Its disposition toward you significantly improves. Describe: Unlocking its mind, giving it a fragment of your consciousness, accelerating its evolution.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Interaction"><div class="sheet-traitName">Alpha</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you defeat a beast, you can force it to become your minion with the contract, "_______ will loyally serve you in exchange for indulging its instincts." Describe: Holding your teeth to their neck, staring them down, integrating them to your pack, a battle of will.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Interaction"><div class="sheet-traitName">Beast Master</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can communicate with animals. Describe: Growling and grunting, reading each other's minds, understanding the animal's chittering as words.</div></div>
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||
<div class="sheet-exampleTrait" title="Beast,Interaction"><div class="sheet-traitName">Call of the Wild</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can cause all animals in the region to follow a basic instinct of your choice. Describe: Unleashing a primal roar, provoking their instinct, starting a stampede, releasing pheromones. Instinct: Stampede, gather around a certain location, calm down, flee the area, protect this territory.</div></div>
|
||
<div class="sheet-exampleTrait" title="Beast,Interaction"><div class="sheet-traitName">Gift of the Pack</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give all of your far allies one of your traits (max 1) as a temporary trait for as long as they're in your presence. Describe: Leading your pack, spreading a hive mentality, having monkey see monkey do, moving as one.</div></div>
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||
<div class="sheet-exampleTrait" title="Beast,Interaction"><div class="sheet-traitName">Hive Mind</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on which creatures are in your hive mind. Creatures in a hive mind share consciousness; when one learns something, everyone else in the hive learns it as well. Describe: Sharing your consciousness, ruling as the hive queen/king, forming a primal bond.</div></div>
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||
|
||
<div class="sheet-exampleTrait" title="Command ,Combat"><div class="sheet-traitName">Abandon All Hope</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you fight enemies who have seen warnings of your power or ferocity, gain 1-3 Good Tales to show them why they should have heeded your warnings.1. Ominous (war drums in the distance)2. Obvious (you decapitate their emissary)3. Horrific (a pile of corpses with your flag at the top) Describe: Crushing their hope, spreading fear and menace, emboldening your troops while terrifying theirs. Warnings: Roar in the distance, war drums, haka dance, pile of corpses, decapitated heads on pikes.</div></div>
|
||
<div class="sheet-exampleTrait" title="Command ,Combat"><div class="sheet-traitName">Banner</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can baptize an item worth at least 1 treasure in the blood of worthy foes (literally or metaphorically). The item becomes your banner (max 1). You and allies each gain the defense "Under a Banner []." Mark it when you suffer a Bad Tale related to battle while the banner is visible. If it's lost or destroyed, you and allies gain the condition "Demoralized" until it's replaced. Banners are inherently flashy and attract enemies' attention. Banner: Flag, coat of arms, shield with an emblazoned symbol, glowing arcane symbol, skull on a pike. Describe: Waving a banner, getting inspiration from a greater cause, holding it above the battlefield.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Combat"><div class="sheet-traitName">Give Order</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give your ally an order and your unspent Good Tale. They resolve the Good Tale instead of you, but only if they use the Good Tale to follow your order. Describe: Shouting a command, warning someone of incoming danger, call for a flanking maneuver.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Combat"><div class="sheet-traitName">Shake it Off</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can make someone ignore all conditions that they can logically ignore for about 1 hour. Then, draw a symbol next to those conditions. Those conditions can't be affected by your Shake it Off again. Describe: Inspiring them to press on, yelling at them until they stand back up, getting their adrenaline going.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Combat"><div class="sheet-traitName">Victory Rush</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you win a fight or overcome a challenge, bolster yourself or an ally to do something of your choice. Describe: Feeling alive, reveling in your triumphs, standing over your fallen foes, sharing in glory.</div></div>
|
||
<div class="sheet-exampleTrait" title="Command ,Exploration"><div class="sheet-traitName">Fortified</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Gain the defense "Fortified [][][]." Mark it when you suffer a Bad Tale while in a fortified location you control. The maximum number of boxes you can mark depends on your fortifications: [] Light fortifications (boarded cabin, bottleneck) [][] Strong fortifications (keep, cave) [][][] Heavy fortifications (castle, fortress) Describe: Invading neighboring territory, claiming land for yourself, taking the spoils of war, stealing resources.</div></div>
|
||
<div class="sheet-exampleTrait" title="Command ,Exploration"><div class="sheet-traitName">Just as Planned</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can write down an event that's out of your control. Seal it in a document with a code name on it and give it (max 5) to the GM. When the event happens, the GM opens the document and reads it. If the GM agrees that you predicted the event, tell as many Good Tales as you like until the odds are significantly in your favor. Describe: Creating a master plan, building contingencies, creating Plan B, preparing for the future.</div></div>
|
||
<div class="sheet-exampleTrait" title="Command ,Exploration"><div class="sheet-traitName">Mount</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can gain a minion (max 1) with half of your XP and the contract "_______ will loyally serve as your mount in exchange for basic necessities." Describe: Building a mount, calling it from the ether, ordering one from your organization, taming a beast. Mounts: Horse, unicorn, hippogriff, griffon, manticore, dragon, boar, shark, bear, wolf, lizard, wyvern, spider.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Exploration"><div class="sheet-traitName">Reinforce</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can spend resources to fortify a location beyond what is normally possible. Collaborate on what fortifications you can provide, and how you achieve them. Defenses: Walls withstand siege attacks, there's an anti-magic field, your moat attracts magic beasts. Describe: Buttressing the structure, casting protective wards, consecrating the land, infusing it with magic.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Interaction"><div class="sheet-traitName">Basic Training</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can train your minions to give each 1 XP (max 5 XP per minion). Describe: Commanding your minions, inspiring them with your presence, leading by example, training them.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Interaction"><div class="sheet-traitName">Call in the Cavalry</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can designate some of your minions as cavalry and send them off to wait and prepare. You can have your cavalry arrive at your location, just in time. Describe: Blowing a war horn, giving a signal, seeing them over your enemy's shoulder, shouting "NOW!"</div></div>
|
||
<div class="sheet-exampleTrait" title="Command ,Interaction"><div class="sheet-traitName">Companion</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Gain a minion (max 1) with half your XP and the contract "_______ will loyally serve you in exchange for being treated like a friend or trusted servant." Describe: Keeping a squire, teaching an apprentice, keeping a mercenary on retainer, traveling with a friend.</div></div>
|
||
<div class="sheet-exampleTrait" title="Command ,Interaction"><div class="sheet-traitName">Draft</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you acquire minions, you can acquire twice as many as normal. Describe: Promising gold and glory, inspiring others to action, leveraging your social connections, paying well.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Interaction"><div class="sheet-traitName">Fealty</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you achieve glory, minions who shared in your rewards replace the second half of their contracts with "in exchange for nothing." Describe: Appealing to their patriotism, building loyalty, forging bonds of honor, ruling with an iron fist.</div></div>
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||
<div class="sheet-exampleTrait" title="Command ,Interaction"><div class="sheet-traitName">Initiation Vows </div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on a vow. All of your minions follow that vow, no matter the cost. Describe: Creating a strong culture, forcing them to swear an oath, binding them by blood. Vows: Never reveal secrets, uphold honor, defend the leader at all costs, fulfill a deity's dogma, stay hidden.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Dragon,Combat"><div class="sheet-traitName">A Dragon Never Forgets</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">After someone wrongs you and gets away with it, write their name on your character sheet. Cross off a name to tell a free Good Tale to get revenge. Describe: Brooding in your lair, plotting vicious revenge, monologuing, hatred burning in your eyes.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Combat"><div class="sheet-traitName">Carnage</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Physical conditions you inflict are much worse than normal. Collaborate on what that means. Describe: Tearing off an arm, burning their skin, breaking a bone, plucking out an eye, ripping skin to shreds.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Combat"><div class="sheet-traitName">Dragon's Breath</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on how you charge this trait. Spend the charge to attack all combatants, excluding you. Describe: Breathing fire, causing an avalanche, roaring so loud their ears bleed, blasting air with your wings.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Combat"><div class="sheet-traitName">Like Crushing Insects</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Instead of rolling to overcome a risk on your turn, you can gain a free Good Tale to defeat 10 or fewer minions in whatever horrific fashion you please. Describe: Crushing them underfoot, ripping out their guts, reducing them to ash, flinging them away.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Combat"><div class="sheet-traitName">Scales Like Tenfold Shields</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Gain the defense "Scales Like Tenfold Shields []." Mark it when you suffer a Bad Tale from a weapon. When you do, that weapon shatters, breaks, or is otherwise rendered temporarily unusable. Describe: A sword shattering on your hide, knocking away a hammer, igniting a bow in dragonfire.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Exploration"><div class="sheet-traitName">Gem-Encrusted Hide</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can destroy a magic item to make it permanently part of you, as if you are now the magic item. When you're slain, the items (or at least the parts necessary to reforge them) can be recovered from your corpse. Describe: Magic coursing through your veins, feeding on raw energy, storing treasure inside of your body.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Exploration"><div class="sheet-traitName">Lair</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you sleep in a place that you control, you can designate it as your lair. Gain the defense "Lair [][]." Mark it when you suffer a Bad Tale while in your lair. Alternatively, mark a box to increase a roll related to your lair. Describe: Shaping the world in your dreams, imposing your will on the terrain, attracting wildlife like you. Lairs: Volcano filled with magma pools, sub-zero glacier, humid jungle, fetid swamp, maze-like tunnels.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Exploration"><div class="sheet-traitName">My Precious</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You know the exact location of items worth at least 1 treasure that you've touched before. Also, the GM must answer honestly whenever you ask how much something is worth. Describe: Feeling the pull of gold in your blood, your gold-colored eyes, covetously hoarding treasures.</div></div>
|
||
<div class="sheet-exampleTrait" title="Dragon,Interaction"><div class="sheet-traitName">Pride</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Gain the defense "Pride []." Mark it when you suffer a Bad Tale related to damaged reputation or social status.Then, gain a free Good Tale to improve your reputation or social status. Describe: Looking down at your inferiors, your regal bearing, building a fearsome reputation.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Interaction"><div class="sheet-traitName">Serve or DIE!</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Whenever you torture or kill one of your minions, your other minions who watched you change the end of their contract to "in exchange for not being tortured or killed." Describe: Devouring a weak link, crushing them like an ant, finding their lack of loyalty disturbing.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Interaction"><div class="sheet-traitName">Terrifying Glory</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make everyone stop what they're doing and give you their undivided attention, even if for just a few moments. Describe: Bellowing a command, doing something terrifying, showcasing your incredible grandeur.</div></div>
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||
<div class="sheet-exampleTrait" title="Dragon,Interaction"><div class="sheet-traitName">Tribute</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">After you showcase your incredible power, name a person or organization who knows what you did. They freely offer you a tribute. Describe: Warning that they're next if they don't pay you, terrifying peasants, showcasing your grandeur. Tributes: A seat of honor at a major event, treasure, minions, land, a promise not to enter your territory.</div></div>
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||
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||
<div class="sheet-exampleTrait" title="Elements,Combat"><div class="sheet-traitName">Affinity</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on a threat you're completely immune to, and another threat that you're especially vulnerable to. Describe: Immunity to flames but weakness to frost, immunity to magic but weakness to physical harm.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Combat"><div class="sheet-traitName">Blaze</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can create a damaging zone for several minutes. Describe: Setting the ground ablaze, growing razor-sharp ice shards, generating a lightning field.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Combat"><div class="sheet-traitName">Cataclysm</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can start a natural disaster. Once started, the disaster is out of your control (but you might be able to influence it). Cataclysms: Tornado, hurricane, earthquake, blizzard, heat wave, dust storm, thunder storm, gale force winds. Describe: Unleashing raw elemental power, shattering nature's balance, turning your emotions into magic.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Combat"><div class="sheet-traitName">Frostbite</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can freeze less than 1 space of material in ice. Describe: Locking them in ice, freezing their blood, covering them with frost, surrounding them in earth.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Combat"><div class="sheet-traitName">Immolate</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give something the condition "On Fire." Describe: Igniting their clothes, setting their soul ablaze, surrounding them in blue fire, elemental havoc.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Combat"><div class="sheet-traitName">Electrocute</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can paralyze someone for a second or two. Describe: Electricity arcing from person to person, throwing a bolt of lightning like a javelin.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Control Weather</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You can change the weather to anything that the region could reasonably experience this time of year. The weather changes in a few minutes or hours (GM's choice). Describe: Changing the air pressure, creating moisture, bringing in a cold front, shaping the clouds.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Clutch of Earth</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You can change the effects of gravity in the area. Describe: Changing magnetic fields, altering earth's density, enhancing the pull of gravity.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Earth Walk</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You can move through stone, metal, and earth as if they have the consistency of mud. You can breathe normally and sense your surroundings while in these materials. Describe: Changing magnetic fields, altering earth's density, enhancing the pull of gravity.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Flight</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You can fly. Collaborate on how this trait works. Describe: Sprouting wings, running across the air as if it were solid, riding on powerful winds.How it works: You need safe take-off and landing zones, it's exhausting, you can carry a few others.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Iron Body</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You weigh up to 20 times more than normal and can't be forcibly moved. Describe: Rocky skin, iron-hard bones, the gravity of earth pulling you, a body made of stone and crystals.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Shape Element</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">Collaborate on an element. You can create 1 space of that element, or manipulate several spaces of that element. Describe: Practicing element-bending, extending your hand and commanding the elements to respond.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Terraform</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You can reshape the landscape. The terrain changes over the course of days or weeks (GM's choice). Describe: Growing a mountain, diverting a river, burrowing a cave, opening a chasm, flooding lowlands.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Exploration "><div class="sheet-traitName">Tremors</div><div class="sheet-traitType">Exploration </div><div class="sheet-traitDescription">You can sense the movements of things touching the earth within about 1 hour's travel in all direction. Also, you can put your ear to the ground to hear the vibrations of very distant things. Describe: Feeling the earth tremble beneath your feet, sensing subtle vibrations, hearing the earth rumbling.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Interaction "><div class="sheet-traitName">Calm the Storm</div><div class="sheet-traitType">Interaction </div><div class="sheet-traitDescription">You can make others become significantly more passive, calm, and reasonable. This ends if someone acts threateningly toward them. Describe: Quenching the fires that rage in their hearts, creating a soothing breeze, soothing their inner turmoil.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Interaction "><div class="sheet-traitName">Fan the Flames</div><div class="sheet-traitType">Interaction </div><div class="sheet-traitDescription">You can significantly intensify whatever emotions creatures are currently feeling. Describe: Adding fuel to their passions, igniting their souls with elemental energy, sparking their desires.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Interaction "><div class="sheet-traitName">Port in the Storm</div><div class="sheet-traitType">Interaction </div><div class="sheet-traitDescription">You can find a safe haven that will safely harbor you and your allies for as long as you stay there. The locals will freely offer some sort of aid, or the aid will already be there if the safe haven is unpopulated. Aid: Food and shelter, fresh weapons or armor, information, guides, minions, medical attention, potions. Describe: Sensing a safe area, feeling the air is calmer over there, following a soothing wind, following warmth.Safe Havens: Hidden cave, a house owned by friends, politically neutral ground, forgotten cabin in the woods.</div></div>
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||
<div class="sheet-exampleTrait" title="Elements,Interaction "><div class="sheet-traitName">Still Air</div><div class="sheet-traitType">Interaction </div><div class="sheet-traitDescription">You can give something the condition "Silenced" forseveral hours. Silenced things can't make any noise whatsoever. Describe: Freezing air in place, absorbing sound waves with the earth, keeping the air perfectly still.</div></div>
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||
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||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Bless</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">You can give someone (max 1) the defense "Blessed []" for several hours. They mark it when they suffer a Bad Tale related to harm. Describe: Praying for divine protection, anointing them with sacred oils, warding them against evil.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Blinding Light</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">You can give someone the condition "Blind" until their vision clears. Describe: Emanating divine light, your glowing weapon, a shaft of golden light, searing sunlight.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Crusade</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">Whenever you fulfill your deity's dogma in a meaningful way, you're bolstered to fight. Describe: Finding strength through faith, praying for divine strength, cleansing your sins before a fight.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Lay on Hands</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">You can touch someone to heal 1 of their physical or spiritual conditions. Then, the GM tells them how long they're immune to your Lay on Hands (the stronger the condition, the longer the immunity). Describe: Your hands glowing with radiant warmth, pouring your deity's energy through your body.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Martyr</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">When you're physically harmed, bolster one of your allies to avenge you. When you're physically defeated, bolster all of your allies to avenge you. Describe: Making a sacrifice for the greater good, inspiring others through your steadfast faith.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Shield of Faith</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">Gain the defense "Shield of Faith []." Mark it when you suffer a Bad Tale while furthering your deity's dogma,. Then, gain a free Good Tale related to your deity's domains. Describe: Earning your deity's protection, standing strong in defense of your faith, creating a light shield.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Combat "><div class="sheet-traitName">Smite</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">If you attack someone that your deity despises, destroy them outright. If they're more powerful than you, give them a crippling condition instead. Describe: Your sword burning with holy fire, your deity filling you with divine wrath, casting them into hell.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Exploration"><div class="sheet-traitName">Consecrate</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can turn a worthy feature of the terrain into a permanent shrine to your deity. Describe: Anointing the earth with holy oil, a pillar of light illuminating the area, blessing the holy ground. Worthy Features: Grand church, statue of your deity, heathen's grave, representation of your deity's domain.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Exploration"><div class="sheet-traitName">Light</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can illuminate something in bright light, which lasts for as long as you want. Collaborate on something very general and vague that causes the light to change color or glow more brightly. Also, collaborate on what causes the light to fade. Changing Light: Someone's approaching, you have strayed from the path, there's hidden danger here. Describe: Your eyes glowing with divine light, seeing the world as your deity sees it, knowing the one truth. Fade: Time, the light is exposed to something your deity despises, the sun sets, the light can be washed off.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Exploration"><div class="sheet-traitName">Miracle</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When the GM agrees that you significantly advance your deity's dogma, write on your character sheet that you hold your deity's favor. Cross it off to perform a powerful miracle that falls under your deity's domains. Describe: Praying to your deity for sacred power, serving as a conduit for divine wrath, doing the impossible. Miracles: Resurrect the fallen, receive a vision, know the divine truth, banish a heathen to another realm.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Exploration"><div class="sheet-traitName">Pilgrimage</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you reach one of your deity's holy sites, you're bolstered three times to do anything. Describe: Using church contacts, receiving a vision on the path to sanctuary, completing a sacred journey.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Exploration"><div class="sheet-traitName">Sanctuary</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you enter one of your deity's holy sites, name 1 threat. Until you leave, that threat cannot enter the holy site or harm anything in the holy site. Describe: Praying for blessed sanctuary, activating holy wards, rebuking foul heathens, finding inner peace.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Atonement</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give a defeated creature a quest, which becomes their foremost goal in life. If they complete it, their disposition toward you significantly improves. Describe: Promising redemption, showing them the one true path, offering mercy and understanding.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Chosen One</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Fellow worshipers of your deity regard you as the chosen one, a divine representative of your deity. They treat you accordingly and will go out of their way to help you. Describe: Declaring yourself a prophet, your divine blood, rising to the highest rank in your religion.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Inquisition</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can force someone to honestly answer 1 question if they're injured, or all of your questions if they're defeated. Describe: Torturing them, intimidating them, breaking their spirit, turning the screws, punching their wound.</div></div>
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<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Judgment</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can sense sin. Collaborate on what that entails. Describe: Seeing a dark stain upon their soul, reading your deity's divine ledger, feeling profane corruption.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Pray</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Your deity responds to your prayers (in some form or another). Your deity must reveal their will to you and may also reveal things related to their domains. Describe: Hearing your deity's voice, seeing a sign that reveals your deity's will, feeling the right choice.</div></div>
|
||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Proselytize</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give someone the immediate urge to fulfill part of your deity's dogma, or convert to your faith (their choice). Describe: Preaching, giving a fiery sermon, manipulating their guilt and passion, promising divine rewards.</div></div>
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||
<div class="sheet-exampleTrait" title="Faith,Interaction"><div class="sheet-traitName">Rabble Rouser</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can stir up a crowd to become incredibly passionate, motivated, and extremist about something they care about. Unless stopped, their extremism spreads and grows. Describe: Appealing to their sense of duty, giving them a righteous cause, obligating them through scripture.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , general "><div class="sheet-traitName">Authority</div><div class="sheet-traitType">General</div><div class="sheet-traitDescription">You are an authority on a topic of your choice. You have as much authority as the GM to declare things about the game world related to your topic. You can do the following: Spend a Neutral Tale to worldbuild something neutral related to your topic; Spend a Good Tale to worldbuild something beneficial or positive related to your topic; Spend a Good Tale to have the GM honestly answer 1 question related to your topic (The GM may redirect that question back to you or to the group.)</div></div>
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<div class="sheet-exampleTrait" title=" heritage , general "><div class="sheet-traitName">Racial Qualities</div><div class="sheet-traitType">General</div><div class="sheet-traitRequirements" title="tradeoff required"></div><div class="sheet-traitDescription">Select three characteristics that describe typical individuals with your genetic heritage. Each of these characteristics will be a watered down, half strength version of another trait. Collaborate with your GM to figure out what that means. You must also create one disadvantage, weakness, vulnerability, or undesirable quality associated with this heritage. Any NPCs who share your heritage will automatically have this trait.<div class="sheet-traitNotes">Note: if multiple players want the same fictional "race", the Racial Qualities trait may cause issues with game balance or narrative authority. In that case the GM may want to prohibit this trait, or grant it to the entire group for free.</div></div></div>
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<div class="sheet-exampleTrait" title=" heritage , general "><div class="sheet-traitName">Expert</div><div class="sheet-traitType">General</div><div class="sheet-traitDescription">You’re bolstered to do something. Collaborate on what you’re bolstered to do. Afer you spend your bolster, you regain it when your situation sufficiently changes. (eg: Blacksmith, Accountant, Astrologer)</div></div>
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<div class="sheet-exampleTrait" title=" heritage , combat "><div class="sheet-traitName">Forgotten Technique</div><div class="sheet-traitType">Combat</div><div class="sheet-traitRequirements" title="limited scope"></div><div class="sheet-traitDescription">You are the wielder of a forgotten technique or ability. Collaborate on what this technique is, and why you are able to use it. When you first reveal this technique to a foe, attack or intimidate with advantage.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , combat "><div class="sheet-traitName">Long Bloodline</div><div class="sheet-traitType">Combat</div><div class="sheet-traitRequirements" title="resource required"></div><div class="sheet-traitDescription"><p>Your predecessors are long dead, but they still look out for you.</P><p>Write the resource "ancestor" on your character sheet. Gain +1 ancestor whenever you describe an ancestor to your companions. ("Hey, did I ever tell you about my great, great uncle, Ferdinand?"). Include a description of their style, appearance and personality. You might also describe some task or quest that needs completion so they can rest in peace. </P><p>Spend this resource at any time and describe how that particular ancestor assists you in your current situation (you recall their teachings, their spirit possesses your body temporarily, etc). Bolster your next action. </P><p>You may never call on the same ancestor twice in one session. Exploiting your ancestors too frequently runs the risk of angering the matriarch, or becoming ostracized altogether.</P></div></div>
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<div class="sheet-exampleTrait" title=" heritage , combat "><div class="sheet-traitName">Pa's Axe</div><div class="sheet-traitType">Combat</div><div class="sheet-traitRequirements" title="tradeoff required"></div><div class="sheet-traitDescription">Your weapon is a family heirloom. People in your family speak to it as they would a friend. No one outside your family may wield it. This weapon is so good it ignores mundane physical defenses like armor. Once per combat you can speak to the weapon to increase your attack roll. At camp, describe how you take meticulous care of this weapon, sharpening, oiling, sanctifying, etc. If you fail to take care of the weapon, the GM may spend a bad tale to give it a condition like "misused", "obstinate", "petulant", "dull", or "broken". Then collaborate on a quest to recover the weapon to it's former glory.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , combat "><div class="sheet-traitName">Angry Mob</div><div class="sheet-traitType">Combat</div><div class="sheet-traitRequirements" title="roll required"></div><div class="sheet-traitDescription">If you're fighting for a righteous cause in plain view of other people, you may spend a good tale to have them join the fray. They'll bring improvised weapons like pitchforks and torches. They'll call friends. They'll impede your enemies and help you hold them accountable. Afterward, they'll expect a speech.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , exploration "><div class="sheet-traitName">Birthright</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on a secret part of your family history. This secret should include an item of power or value, as well as a way of identifying your claim to this item. (eg: The deed to a long-abandoned castle.)</div></div>
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<div class="sheet-exampleTrait" title=" heritage , exploration "><div class="sheet-traitName">Caravaneer</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You own a vehicle capable of travelling great distances. If you like, you may travel with members of a particular group or with goods for trade. Collaborate on how long you can travel without stopping for supplies or repairs. The first time the caravan arrives in a new location, roll 1d6 to determine your reception: <ol><li>Despised and Hunted</li><li>Hostile crowd, friendly magistrate</li><li>Friendly crowd, hostile magistrate</li><li>Friendly all around, except there's someone here who still holds a grudge</li><li>A little too friendly, perhaps: an old fling or a new opportunity</li><li>You're welcomed by a local guide (bolster all attempts at trade here).</li></ol></div></div>
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<div class="sheet-exampleTrait" title=" heritage , exploration "><div class="sheet-traitName">Hero's Journey</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitRequirements" title="resource required"></div><div class="sheet-traitDescription">You are important. The prophecies foretold your arrival. Your story will be retold countless times. Write the following words on your character sheet: "Call", "Reveal", "Overcome". When you have doubts, cross off "Call" to create a flashback scene, retroactively describing your initial planning. When things look simple, cross off "Reveal" to introduce a twist or complication, explain how you discover the truth and how it shakes your resolve. When things look bleak, cross off "Overcome" and take a free bolster action; explain how you dig deep to find your heroic second wind. When you "Reveal", you may reset either "Call" or "Overcome". When you start a new quest, refresh all your keywords.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , exploration "><div class="sheet-traitName">What came before</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitRequirements" title="resource required"></div><div class="sheet-traitDescription">You are somehow linked to someone older than you--like a parent, sibling, mentor, or old friend. Write "Enemy," "Friend," "Problem," and "Solution," on your character sheet. You can cross these words off to encounter something you predecessor left behind, that now falls to you. When you've crossed off all four, write them again.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , exploration "><div class="sheet-traitName">Heavy Burden</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitRequirements" title="tradeoff required"></div><div class="sheet-traitDescription">You bear a unique responsibility which no one else can complete. Collaborate with your GM to identify the task, the stakeholders, the risk, and the reward. The toll on your well-being is obvious; Gain the condition "burden". Strangers will tend to offer aid. Describe the physical toll your responsibility has caused then Bolster attempts to garner their support. When you have at least two conditions besides burden, you may spend a good tale to have a friendly bystander appear along the path.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , interaction "><div class="sheet-traitName">Nobility</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitRequirements" title="tradeoff required"></div><div class="sheet-traitDescription">You are part of a royal bloodline. Come up with a family crest and a family slogan. Collaborate on what your family rules or ruled and what they expect of you. Your subjects are likely to recognize you. Increase rolls to influence them. If you willfully defy your obligations you may lose the support of your subjects. In that case, collaborate with the GM to develop a quest which will restore your standing.</div></div>
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<div class="sheet-exampleTrait" title=" heritage , interaction "><div class="sheet-traitName">Nemesis</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitRequirements" title="tradeoff required"></div><div class="sheet-traitDescription">
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<p>Collaborate with your GM to create your nemesis. Create a character for them starting with twice your XP and give them a set of goals and motivations. Anytime there's a bad tale, anyone at the table may invoke/introduce your nemesis.</p>
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<p> Whenever your nemesis appears or influences events, the narrative spotlight will be focused on you. You have authority to direct their motivation, but the GM will control their actions. If your nemesis has the upper hand, they will inexplicably leave the scene, assuming you'll die slowly.</p>
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<p>If you feel your nemesis is defeated or played out, your may choose one of the following: <ul><li>substitute this trait for one of the traits you gave the Nemesis (eg: birthright)</li><li>have the nemesis serve you as a minion (either as a friend or under duress)</li><li>Leave this trait open, then at any time, elevate any NPC to become your new Nemesis</li></ul></p></div></div>
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<div class="sheet-exampleTrait" title=" heritage , interaction "><div class="sheet-traitName">Bigger than Us</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitRequirements" title="tradeoff required"></div><div class="sheet-traitDescription">At any time, you may call in a favour from a faction on your side. In doing so, you risk repercussions from an opposed faction. The GM may use this knowledge to inform future bad tales, or they may introduce a free bad tale later.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Catch Blade</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">Gain the defense "Catch Blade []." Mark it when you suffer a Bad Tale from something small enough that you can catch with your empty hand. If it's a weapon, you can take it from the attacker. Describe: Catching a sword between your hands, grabbing an arrow before it strikes you, punching a spell.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Crane Stance</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">If you are not yet attacked in combat and someone charges you, prevent their attack and tell a free Good Tale against them. Describe: Waiting in a defensive stance, giving them a chance to stand down, being passive like the waves.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Drunken Master</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">When you're drunk, you're bolstered to fight. If you're extremely drunk, you're bolsteredthree times to fight. Describe: Wobbling in a confusing rhythm, using the alcohol to fuel your energy, hiccuping, ruddy cheeks.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Finisher</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">You can knock out a creature that isn't significantly more powerful than you. Collaborate on how this trait works. Describe: Delivering an uppercut, putting them in a sleeper hold, paralyzing them with a special technique.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Fist of the East Star</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">If a creature you damaged in the last several minutes dies, you can have it remain alive but incapable of fighting. For the next several hours, you have total control over their biology. Affect their Biology: They explode, their arm breaks, they fall asleep, they're permanently paralyzed. Describe: Hitting a pressure point, striking their sacred chakra points, using a forbidden death technique.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Iron Grip</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">Once you grab something, nothing can forcibly break your grip except amputation or defeat. Describe: Grabbing on with an iron grip, using a wrestling move, putting their limbs in a lock, jumping on.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Judo</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">You can make a creature hit itself. Describe: Turning back their momentum, using their size and recklessness against them, tripping them.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Combat "><div class="sheet-traitName">Pressure Point</div><div class="sheet-traitType">Combat </div><div class="sheet-traitDescription">When you exploit a creature's weakness, tell a free Good Tale against it. Describe: Striking their most vulnerable spots, hitting their chakra points, hurting a nerve cluster.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Exploration"><div class="sheet-traitName">Balance</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you experience extreme imbalance, write the imbalance on your character sheet. Cross it off to gain a free Good Tale to balance the scales. Describe: Pursuing moderation and balance, observing yin and yang, restoring order, seeking true harmony.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Exploration"><div class="sheet-traitName">Centered Breath</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can hold your breath for about 1 hour, and you only need about 1 hour of sleep instead of the normal amount. Describe: Meditating quietly, controlling your breathing and pulse, benefiting from harsh training.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Exploration"><div class="sheet-traitName">Enlightenment</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can ask any question, which the GM must answer. Collaborateon how this trait works. Describe: Understanding the inner workings of the universe, achieving true understanding, seeing the truth.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Exploration"><div class="sheet-traitName">Leaping Tiger</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on how much higher and farther you can jump than normal. Also, you can wall jump. Describe: Making great leaps, gliding through the air, jumping from wall to tall, leaping with the wind.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Exploration"><div class="sheet-traitName">Light Feet</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on how much farther than normal you can fall without suffering harm. All solids and liquids can support your weight. Describe: Balancing on a single blade of grass, leaping with the grace of a cat, falling like a feather.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Interaction"><div class="sheet-traitName">Karma</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you perform a sacrificial good act that doesn't benefit you whatsoever, write on your character sheet that you gain 1 Karma (max 3). Spend 1 Karma to tell a free Good Tale. Describe: Balancing the cosmic scales, achieving harmony, completing a karmic cycle, getting a fair reward.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Interaction"><div class="sheet-traitName">Pacifist</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Gain the defense "Pacifist []." Mark it when you suffer a Bad Tale while pursuing nonviolence or showing mercy.When you do, name an immediate impending threat; it won't come to pass, or it will be much less severe if it does come to pass (GM's choice). Describe: Extending your hand to an enemy, disarming a foe and leaving them unharmed, seeking peace.</div></div>
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<div class="sheet-exampleTrait" title="Martial Arts ,Interaction"><div class="sheet-traitName">Sensei</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you give someone in-depth and thoughtful advice, they're bolstered to follow your advice. Describe: Seeing what they cannot, understanding the bigger picture, telling a fable to convey a lesson.</div></div>
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||
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<div class="sheet-exampleTrait" title="Nature,Combat"><div class="sheet-traitName">Entangle</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can bind someone to their location until their bindings are destroyed. Describe: Growing roots to ensnare its feet, wrapping it in vines, lashing it with a thorny vine-whip.</div></div>
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<div class="sheet-exampleTrait" title="Nature,Combat"><div class="sheet-traitName">Faerie Fire</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give someone the condition "Faerie Fire" for several hours. They glow and cannot successfully hide, no matter what. Their silhouette is faintly visible through opaque surfaces. Describe: Illuminating them in an otherworldly blue glow, surrounding them with buzzing faeries.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Combat"><div class="sheet-traitName">Roots</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can root yourself to the ground. You can't be forcibly moved unless the ground you're rooted to is moved. While rooted, you have the defense "Rooted [][][]." Mark it when you suffer a Bad Tale related to physical harm. Describe: Joining with the earth, entrenching into the ground, growing roots and vines that grab on.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Combat"><div class="sheet-traitName">Thorns</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When someone attacks you skin-to-skin, gain a free Good Tale to harm them. Wearing thick clothes or armor may suppress this effect (GM's discretion). Describe: Thorns growing out of your skin, your nettle-like skin, poisonous toxins oozing from your pores.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Exploration"><div class="sheet-traitName">Druidic Stones</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can imbue the terrain with one of your traits. Creatures in the terrain have that trait as atemporary trait. Describe: Creating standing stones with glowing runes, attracting magic will-o-wisps, empowering nature.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Exploration"><div class="sheet-traitName">Faerie Ring</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can walk in a circle to create a faerie ring. Collaborate on how everything inside the circle is hidden. Describe: Casting fey magic, creating a glamour, draping a curtain of light and shadow over the area. Hidden: Wisps confuse intruders, the contents look like part of nature, a maze-like forest disorients travelers.Favored Terrain Collaborate on a biome. Gain the defense "_____ Master [][]," with the name of your biome in the blank. Mark it when you suffer a Bad Tale that relates to that biome. Alternatively, you can mark it to increase a roll related to your biome. Biomes: Underground, plains, forest, urban settings, the open sea, jungle, desert, tundra, swamps, mountains. Describe: Drawing from past experience, knowing how to use the terrain, attuning to nature around you.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Exploration"><div class="sheet-traitName">Fortress Seed</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can create a fortress seed (max 1). Plant it and name a structure. The seed grows into that structure in a few minutes or hours, depending on size. Describe: Harnessing nature's power, causing rampant growth, how vines and roots grow explosively. Structure: Bridge, building, wall, fortress, door, boat, ladder, stairs, tree, fence, wagon, statue.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Exploration"><div class="sheet-traitName">Tree Meld</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can move through wood as if it is the consistency of sap. You can breathe normally and sense your surroundings while in wood. Describe: Turning your skin into wood and vines, melding with the tree, swimming through the wood.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Exploration"><div class="sheet-traitName">Verdant Growth</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can reshape 1 space of plant matter, or cause far plants to grow as if they had 100 years of uninterrupted growth. You can cause plants to bear fruit in this way. Describe: Causing vines to twist and grow, shaping wood like clay, creating an explosion of rampant growth.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Exploration"><div class="sheet-traitName">Wild Step</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Rough natural terrain such as mud, thick roots, or snow never hinders your movement. Also, you don't leave behind any tracks. Describe: Stepping lightly, running like beasts of the wild, nature changing to accommodate your steps.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Interaction"><div class="sheet-traitName">Fey Beauty</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You are supernaturally attractive. Others are significantly more inclined to seek your romantic affection. Collaborate on what this entails. Describe: Flawless skin, deep eyes, lovely curves, pouty lips, flowing hair, strong jawline, high cheekbones.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Interaction"><div class="sheet-traitName">Awaken</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can animate a plant into a living, thinking, mobile creature. Collaborate on their personality. Their disposition toward you significantly improves. Describe: Awakening its sleeping soul, accelerating its growth, giving it the primal gift of consciousness.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Interaction"><div class="sheet-traitName">Commune</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can communicate with nature guardians. Guardians are powerful spirits that represent the biome where they live. They seek to protect their biome and hold incredible power it. Describe: Performing a tribal dance, burning incense to awaken the spirit, seeing it manifest under starlight. Guardians: Silver stag in the tundra, lava beast in a volcano, ancient tree in the forest, water spirit in the sea. Power: Reshape the land, control local animals, know everything that happens within their biome.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Interaction"><div class="sheet-traitName">Fey Curse</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can relinquish power you have over someone to curse them. The more power you relinquish, the stronger the curse. Collaborate on the curse's effects and what lifts the curse. Curses: Sleep until they're kissed, they can't leave a forest, they turn to stone at daytime, they lose their voice. Describe: Saying a magic poem, casting a powerful enchantment, twisting their fate-strands, hexing them.Relinquished Power: They break your deal, they grovel at your feet, you hold their most prized possession.</div></div>
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||
<div class="sheet-exampleTrait" title="Nature,Interaction"><div class="sheet-traitName">Fairy Gold</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make an item (max 1) look like 5 treasure for several hours. Describe: Casting a fey glamour, deceiving with an illusion, altering its appearance, enchanting their desires.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Occultism,Combat"><div class="sheet-traitName">Blood Link</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can link 2 willing creatures, designating one as the giver and the other as the receiver. Any harm the giver suffers is instead transferred to the receiver. The link ends when either person wants it to end. If you link a defeated creature, they don't have to be willing and the link doesn't end when they want it to. Collaborate on what ends it. Describe: Stitching their souls together, creating a thaumaturgic link, altering the strands of destiny.</div></div>
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||
<div class="sheet-exampleTrait" title="Occultism,Combat"><div class="sheet-traitName">Blood Sacrifice</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give yourself a condition and bolster to do anything. Describe: Sacrificing your blood to your patron, flagellating yourself, letting your parasite feed.</div></div>
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||
<div class="sheet-exampleTrait" title="Occultism,Combat"><div class="sheet-traitName">Pound of Flesh</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give someone an exact copy of one of your conditions. Describe: Making them pay blood for blood, evening the cosmic scale, getting bloody revenge, causing recoil.</div></div>
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||
<div class="sheet-exampleTrait" title="Occultism,Combat"><div class="sheet-traitName">Terrify</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give someone the condition "Terrified." Describe: Showing them their worst nightmare, giving them a glimpse of your patron, using dark magic.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Combat"><div class="sheet-traitName">Vessel</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can mark a creature you're touching (max 1) as your vessel. You can use your traits through your vessel as if you're standing at their location. Describe: Using blood magic to control its muscles, treating its soul like a puppet, sharing your power.Marks: A tattoo that glows with hellfire, a scar-rune, a glowing symbol floating above their forehead.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Exploration"><div class="sheet-traitName">Cast into the Void</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can open a 1-space hole to the void for several minutes. The void is in an endless, empty nothing. Anything cast into the void is gone for all eternity. Describe: Cutting open a bloody wound in the universe, opening a portal, creating a swirling black hole.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Exploration"><div class="sheet-traitName">Circle of Binding</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can walk in a circle. When you're finished, create a barrier along the circle. Absolutely nothing can cross the barrier except light and sound. Collaborate on what breaks the circle. Breaks the Circle: Time passes, an item touches it, you touch the circle, a secret word is spoken, night falls. Describe: Drawing runes in chalk, lighting candles in a ring, creating a magic circle, using pact magic.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Exploration"><div class="sheet-traitName">Conjuration</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can link a creature you're touching with an item you're touching, or to a new item you create. Whoever holds the item can expend the link to instantly summon the linked creature to the item's location. Describe: Pulling on a soul-tether, opening a portal to the destination, conjuring it in a puff of smoke and fire.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Exploration"><div class="sheet-traitName">Darkness</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can create a zone of pure darkness for about 1 day. No light can enter the zone. Describe: A swirling black hole, drowning the light, a pulsating black star, shadows spreading like a swarm.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Exploration"><div class="sheet-traitName">Defile</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can give the terrain a descriptor outside of what is natural for that terrain. Collaborate on how the terrain gradually shifts to match your descriptor. Describe: Spreading magic, spilling your patron's blood on the earth, weakening the barrier between realms. Descriptors: Hellish, web-strewn, rotten, sacred, verdant, crawling, swampy, barren, nightmarish.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Interaction"><div class="sheet-traitName">Binding Contract</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">If you like, contracts and agreements you sign or mediate are magically enforced. They can't be violated by any means (Agreeing to the contract "You can't speak of an event" means you literally lose the ability to speak of it forever). The contract or agreement must mention that the terms are binding. Describe: Signing a pact in blood, binding their soul to service, write your contract into universal laws.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Interaction"><div class="sheet-traitName">Blissful Agony</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make a creature you're touching experiences any physical sensation you want. This doesn't cause physical harm. Describe: Bringing them to the brink of ecstasy, inflicting terrible agony, toying with their skin, torture.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Interaction"><div class="sheet-traitName">Dark Bargain</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Your patrons can perform favors for you, but always at a proportional cost. You have a patron, which is a powerful entity that can grant you power, favors, or knowledge, but always at a cost. Collaborate on your patron. Cost: Sacrifice an innocent in their name, start a cult in their honor, further their goals, offer part of your soul. Describe: Conjuring them in a summoning circle, drawing them forth from the ether, hearing their voices. Patrons: Demons, angels, otherworldly horrors from beyond the stars, spirits of the land, Death itself.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Interaction"><div class="sheet-traitName">Deal with the Devil</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">After talking to someone, you can learn the one thing that they want more than anything else. If you provide them with that thing, you gain complete and total control over them; the GM or player hands control of that character over to you. Describe: Purchasing their soul, making an offer they can't refuse, eternally enslaving them to your will.</div></div>
|
||
<div class="sheet-exampleTrait" title="Occultism,Interaction"><div class="sheet-traitName">Shatter Mind</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give someone a psychological condition. Describe: Ripping their mind apart, shattering their fragile psyche, giving your patron access to their mind. Psychoses: Schizophrenia, sociopathy, a crippling phobia, paranoid delusions, hallucinations, obsessiveness.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Psionics,Combat"><div class="sheet-traitName">Archon</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Whenever you want, you can become completely invulnerable to all harm for a few seconds. Then, the GM gives you a condition. Archon can't make you immune to conditions you acquire through this trait. Describe: Your skin taking the color of a starry night, becoming pure energy, showing your true form.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Combat"><div class="sheet-traitName">Confusion</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give someone the condition "Confused" for several minutes. Confused creatures have difficulty distinguishing friend from foe. Describe: Disrupting their natural brain waves, filling their minds with nightmarish thoughts. Erratic Behavior: Attack an ally, move somewhere disadvantageous, throw away something valuable.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Combat"><div class="sheet-traitName">Force Wave</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can push everyone in a zone a close distance away, or one creature a far distance away. Describe: Releasing a shock wave, emitting a psi pulse, unleashing an explosion of telekinetic energy.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Combat"><div class="sheet-traitName">Lobotomize</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can attack a creature and describe one of its capabilities. If the creature has any traits associated with that capability, they lose 1 of those traits for several hours. Describe: Suppressing their memories, preventing their mind from acting, locking their abilities with magic</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Combat"><div class="sheet-traitName">Projection</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can take actions as if you're standing in any far space. Describe: Animating your weapon, projecting a psychic version of yourself, bending reality with your will.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Exploration"><div class="sheet-traitName">Astral Projection</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can travel to another dimension or plane. You may bring close creatures with you. Collaborate on what other dimensions or planes exist. Describe: Your spirit leaving your body, going on a dream-quest, stepping into the nonphysical realm. Planes: Astral Plane, Dreamscape, Shadow Realm, a person's subconscious mind, heaven, hell, the afterlife.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Exploration"><div class="sheet-traitName">Perfect Mind</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You have a perfect memory, and you can instantly complete complex mental exercises. Describe: Closing your eyes to think for a moment, copying something into your brain, being a genius. Instantly: Perform a calculation, create an elaborate story, read a book, write a play in your head.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Exploration"><div class="sheet-traitName">Pre/Postcognition</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can experience the future and/or past. Collaborate on how this trait works. Describe: Receiving a vision, gazing through the time-stream, calculating the sequence of cause and effect.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Exploration"><div class="sheet-traitName">Sensory Link</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can forge a link with a creature you're touching. For the next day or so, you can experience the world through their senses whenever you want. Describe: Your eyes changing to their color, seeing and hearing things that aren't present, feeling auras.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Interaction"><div class="sheet-traitName">Mind Control</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can control the mind of a visible creature that isn't significantly more powerful than you. Collaborate on how this trait works. Describe: Overpowering their pathetic will, enslaving their mind, implanting your thoughts and desires. How it Works: They struggle to break free, it gives you a crippling headache, you can't move while doing it.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Interaction"><div class="sheet-traitName">Brainwash</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can add or remove a memory or personality trait from someone you're touching. You can't make them forget how to do things (talk, read, cast spells, etc). Describe: Devouring a memory, deleting a brain wave, brainwashing them, cutting out part of their mind.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Interaction"><div class="sheet-traitName">Read Mind</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can hear visible creatures' thoughts. Collaborate on how this trait works. Describe: Listening to their thoughts, leeching their brain waves, seeing their dreams, feeling their desires.</div></div>
|
||
<div class="sheet-exampleTrait" title="Psionics,Interaction"><div class="sheet-traitName">Telepathy</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can telepathically communicate with far creatures. Describe: Sharing a collective consciousness, hearing what each other says, speaking via a shared mind-cord.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Savagery,Combat"><div class="sheet-traitName">Bloodlust</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Gain the defense "Bloodlust []." Mark it when you suffer a Bad Tale that physically damages you. Then, gain a free Good Tale to make an attack. Describe: Using the pain to fuel your rage, reveling in glorious bloody combat, returning the favor.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Combat"><div class="sheet-traitName">Cleave</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can make a melee attack against as many adjacent creatures as you like. Describe: Attacking in a flurry, cutting through foes, spinning in a blade tornado, releasing an explosion.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Combat"><div class="sheet-traitName">Impale</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you attack someone with a melee or throw weapon, you can give your target the condition "Impaled." Describe: Pushing a spear through their stomach, embedding your hammer in their armor.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Combat"><div class="sheet-traitName">Rage</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can give yourself the condition "Enraged." While enraged, increase all rolls to destroy. Describe: Harnessing the pain, entering a primal rage, attacking recklessly, leaving yourself open to attack.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Combat"><div class="sheet-traitName">Rampage</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you defeat a worthy foe, gain a free Good Tale. Describe: Entering a blood-fueled rage, slaughtering foe after foe, standing atop a mountain of corpses.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Combat"><div class="sheet-traitName">Sticks and Stones</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Every item you hold has the Melee and Thrown item traits for free, as well as 2 other item traits of your choice. They lose these extra traits when they leave your hands. Describe: Using whatever's available, clubbing someone with a femur, beating someone with their own arm.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Exploration"><div class="sheet-traitName">Gut Instinct</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">At any point, you can have the GM describe your gut reaction, which gives you vague but accurate information about your surroundings. Describe: Getting a bad feeling, thinking that person is off somehow, feeling the hair on your neck stand up.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Exploration"><div class="sheet-traitName">Pillage</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you destroy a worthy structure, you can find at least 1 treasure among the rubble. Describe: Finding gold in the ash and rubble, looting priceless art, taking whatever you want, looting stores.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Exploration"><div class="sheet-traitName">Siege Breaker</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Your ability to destroy the terrain exceeds normal limits. Collaborate on what you can do. Describe: Shoving someone through a wall, chopping a support beam, kicking down the door, smashing a table.</div></div>
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||
<div class="sheet-exampleTrait" title="Savagery,Exploration"><div class="sheet-traitName">Superstition</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Collaborate on what bring good and bad luck. These superstitions are now true for you and everyone you can see; good luck causes good things to happen, and bad luck causes bad things to happen. Bad Luck: Washing off the blood of your enemy, fighting with a broken weapon, dishonoring the dead. Describe: Following ancient traditions, distrusting modern society, carrying fetishes and good luck charms. Good Luck: Hunting under a new moon, earning a virgin's kiss, getting punched by a stranger, a foggy dawn.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Interaction"><div class="sheet-traitName">No Escape</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When someone flees from you or otherwise tries to avoid your wrath, you can tell a free Good Tale against them. Describe: Calling them out by name, embarrassing them in front of their peers, mocking their honor.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Interaction"><div class="sheet-traitName">Instigator</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can choose someone. A fight or conflict breaks out involving them. Describe: Goading someone into action, spreading rumors, starting trouble, shouting "Fight! Fight! Fight!"</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Interaction"><div class="sheet-traitName">Intimidating</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You are far more intimidating than normal. You can intimidate creatures that would normally wouldn't flinch at threats. Collaborate on how your intimidation exceed normal limitations. Describe: Threatening them with violence, torturing them, pushing your weight around, exploiting fear.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Interaction"><div class="sheet-traitName">Noble Savage</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Gain the defense "Noble Savage []." Mark it when you suffer a Bad Tale that relates to laws, high culture, and the trappings of civilization. When you do, choose someone; their disposition toward you significantly improves. Describe: Your simplistic ways, your adorable naivete, following the laws of nature instead of the laws of man.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Interaction"><div class="sheet-traitName">Not Getting Paid Enough</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Whenever you do something impressive, you can choose a minionwho watched you. They immediately abandon their contract. Describe: Proving that they're no match for you, terrifying them with your might, letting them run away.</div></div>
|
||
<div class="sheet-exampleTrait" title="Savagery,Interaction"><div class="sheet-traitName">To the Victor</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you destroy someone or conquer territory, choose something they had that would normally be difficult for you to obtain. Everyone acknowledges that it's your now. Describe: Crushing their hope like you crushed their leader's skull, making an offer they can't refuse. Go the Spoils: Their minions, their lovers' affection, their legal property, their social status.</div></div>
|
||
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||
<div class="sheet-exampleTrait" title="Thievery,Combat"><div class="sheet-traitName">Assassin</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can have the GM tell you all of a visible creature's weaknesses. Describe: Learning their habits and routines, finding an exploitable weakness, studying their body language.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Combat"><div class="sheet-traitName">Duck</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on how you charge this trait. Spend the charge to make an attack meant for you hit the next most logical target instead. Charge: Get safely out of danger, frame someone for your crime, have a drink and talk about your close call. Describe: Leaping out of the way, pulling an enemy in front of you, ducking and covering your head.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Combat"><div class="sheet-traitName">Misdirection</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">If you like, enemies can't attack you as long as there are other viable targets. Describe: Looking nonthreatening, drawing attention to someone else, hiding behind an ally, running away.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Combat"><div class="sheet-traitName">Sneak Attack</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you attack an unsuspecting and vulnerable victim, you can defeat them however you want. If they're significantly more powerful than you, give them a brutal physical condition instead. Brutal Conditions: Slit throat, broken bone, gouged-out eyes, bloody amputation, severed arteries. Describe: Knocking them over the head, choking them out, stabbing them in the back, slitting their throat.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Cloaked in Shadows</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Gain the defense "Cloaked in Shadows []." Mark it when you suffer a Bad Tale while hidden or obscured. Then, you vanish; not even the GM knows where you are. On your next turn, tell the GM where you're hiding (though you can stay hidden in your new location if you like). Describe: Ducking into the shadows, taking a glancing blow from their bad aim, repositioning to a better spot.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Escape</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can escape your current predicament and bring as many others as you like with you. The GM gives you a condition based on how you escaped. You can't use this again until you lose that condition. Describe: Vanishing in a cloud of smoke, pulling a lever to reveal an escape tunnel, disappearing in the crowd.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Eye for Treasure</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you find treasure, find 1 extra treasure. Describe: Finding extra hidden valuables, getting a good price for your treasure, pocketing valuables.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">From the Shadows</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Once each time while hiding, you can perform an action that would normally break stealth and reveal your location without breaking stealth. Absurdly obvious actions (jumping on a table and yelling) will reveal you as normal. Describe: Returning to the shadows, doing something before anyone notices, waiting for the perfect moment.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Hideout</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can establish an unpopulated area as your hideout. Your hideout is much harder than normal to locate. Collaborate on why it's so difficult to locate. Describe: Establishing a false front, installing a hidden door, hiding it in a hard-to-spot alley or cul-de-sac.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Silence and Shadow</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">If you like, everything you do is completely noiseless. Also, you can dim or extinguish a visible light source until someone takes the time to rekindle the light. You can't dim celestial bodies, such as the sun. Describe: Landing like a cat, snuffing out a candle, using shadow-magic on a torch, spreading gloom.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Stash</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you enter a new region, tell the GM where there's a hidden stash. If you reach the stash, it has supplies that happen to be useful for your current predicament. Describe: Digging up buried treasure, looting a secret thieves' guild stash, hiding away supplies for later.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Exploration"><div class="sheet-traitName">Trap Finder</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Gain the defense "Trap Finder []." Mark it when you suffer a Bad Tale related to traps. Also, the GM must answer honestly whenever you ask if there's anything hidden here. Describe: Searching for hidden panels, relying on your acute sense of touch, listening for a soft "click."</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Black Market</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Whenever you want, you can have safe and discreet access to criminal resources. Describe: Hearing whispers, reading thieves' symbols carved into buildings, leveraging back alley contacts. Resources: Fence, lookouts, assassin, thugs for hire, informant, smugglers, poisons, controlled substances.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Everything Has a Price</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can spend 1 treasure to gain 1 Good Tale. If there's no one to pay when you use this, explain how a purchase you made long ago is now paying off. Describe: Greasing palms, bribing officials, hiring a professional, putting a scheme into motion.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Mastermind</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can orchestrate a grand plan (max 1), giving as many allies as you want a job related to your plan. Write their jobs on your character sheet. When one of them fulfills their job, check their job. Cross off a checked job to gain a free Good Tale toward executing your grand plan. Describe: Organizing the score of a lifetime, tricking others to do the dirty work, your criminal genius. Jobs: Take out the guards, discover the pass code, steal the gate keys, stand guard, secure an escape route.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Second Identity</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on a complete second identity for yourself. Describe: Changing your accent, walking differently, roleplaying a completely different personality. Second Identity: Name, family friends, contacts, paperwork, home, reputation, history, wardrobe, job.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Spy Network</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You have an extensive spy network. Collaborate on what they're targeting. Your spy network can provide you with intimate, useful information about their target whenever you want. You can change their target, but it takes time and/or resources. Describe: Meeting cloaked figures, getting a package from a drop-off zone, and NPC slipping you a letter. Targets: A certain city, politicians and nobles, armies and troops, the elves, pirates, merchants.</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Sudden but Inevitable Betrayal</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can reveal that someone who isn't significantly more powerful than you was secretly your minion all along. Describe: Giving the secret signal, nodding at your hidden ally, executing your master plan, shouting "NOW!"</div></div>
|
||
<div class="sheet-exampleTrait" title="Thievery,Interaction"><div class="sheet-traitName">Tamper with Evidence</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can lose all heat you and your allies have for a crime. If you have an item that belongs to someone else, you can convincingly frame that person for the crime or event instead. Describe: Wiping down finger prints, destroying clues, planting evidence, misleading investigators.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Tracking,Combat"><div class="sheet-traitName">Black Arrow</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You don't need to roll to attack with your very last ammo. If the attack is even theoretically possible, you hit with perfect accuracy and incredible power. Collaborate on what incredible power means. Describe: Making a desperate shot, putting your hope into your last arrow, drawing a special ammo. Incredible Power: Knock them back, knock something out of their hand, your projectile pierces through.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Combat"><div class="sheet-traitName">Called Shot</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can make an attack to inflict a condition on an arm, leg, or similar appendage. Describe: Aiming for a weak spot, hitting them where it hurts, firing a poisoned arrow, striking true.Conditions: Arrow to the knee, hamstrung, shot through the hand, broken tail, tattered wings.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Combat"><div class="sheet-traitName">Cover</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you're behind cover that you've never used with this trait before, gain the defense "Cover []." Mark it when you suffer a Bad Tale that can be mitigated by that cover. Moving to sufficiently different cover gives you a new defense with an unmarked box. Describe: Diving behind a wall, ducking under a bush, crouching behind a cart, hiding in a trench.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Combat"><div class="sheet-traitName">Eagle Eye</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on how the distance of your ranged attacks exceeds normal limitations. Describe: Arcing your bow for maximum distance, drawing a bead with your rifle, aiming carefully. New Limits: A mile, anything you can see, anything under the open sky, several blocks, the moon.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Combat"><div class="sheet-traitName">Favored Enemy</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on a type of creature. When you spend a Good Tale to harm a creature of that type, gain a second free Good Tale to harm them. Describe: Training to take down your foe, fighting with pure anger, knowing how to take down that foe. Foes: Dragons, wizards, beasts, citizens of the Golden Kingdom, elves, undead, vampires, aquatic beasts.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Combat"><div class="sheet-traitName">Set Trap</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can create a well-hidden trap. It triggers when a creature other than you is close enough to touch it. Collaborate on its effects. Describe: Hiding a trap under leaves, stringing a trip-wire, digging a hidden pit, placing a bear trap. Effects: Explode, trigger a loud alarm, spew poison, create a pit, catch fire, ensnare them in a net.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Exploration"><div class="sheet-traitName">Deduce</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you investigate a scene, the GM must describe what happened as if you were there watching it unfold. Describe: Reading their tracks to determine what happened, following the trail, deciphering the evidence.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Exploration"><div class="sheet-traitName">Know the Path</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can name a visible creature as your quarry (max 1). The GM must answer honestly whenever you ask where your quarry is. They stop being your quarry when they die or you touch them. Describe: Reading tracks, following your instincts, using your soul compass, tracking their scent.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Exploration"><div class="sheet-traitName">Lay of the Land</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can have the GM create a map of the region and show it to you. Describe: Examining the landscape, scanning from a high vantage point, feeling the earth beneath you.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Exploration"><div class="sheet-traitName">Reconnaissance</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you extensively observe something, you're bolstered to confront, overcome, or avoid that thing. The longer you observe, the more bolsters you accrue (max 5). You can report your findings to transfer any of these accrued bolsters to others. Describe: Following enemy troop movements, scouting ahead, patrolling the wilderness for your prey.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Exploration"><div class="sheet-traitName">Survival Skills</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can survive indefinitely off the land, no matter how harsh the conditions. You can also provide for about a dozen other people. When you sleep in the wilderness, treat it as comfortable bed rest with medical attention. Describe: Identifying native species, living off the land, relying on instinct, hunting prey, foraging for food.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Exploration"><div class="sheet-traitName">Trailblazer</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Gain the defense "Trailblazer []." Mark it when you suffer a Bad Tale while exploring. Also, you have a perfect sense of direction. Describe: Venturing forth into the great unknown, go where no one has gone before, watching your footing.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Interaction"><div class="sheet-traitName">Deputy</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on how you're a representative of the law, and what special privileges and resources this status grants you. Describe: Flashing a badge, reciting your official title, showing a warrant, leveraging political connections.Resources and Privileges: You can arrest people, local peace keepers help you, some laws don't apply to you.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Interaction"><div class="sheet-traitName">Detective</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Three times each quest, you can have the GM give you a clue about whatever you're currently investigating. Describe: Watching their eyes, reading their body language, noticing discrepancies in their stories.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Interaction"><div class="sheet-traitName">Lone Wolf</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can have others generally ignore you as long as you don't draw attention to yourself. Afterward, they forget everything about you, vaguely remembering you as just some person. Describe: Pulling up your hooded cloak, hanging in the shadows, keeping to yourself, giving the cold shoulder.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Interaction"><div class="sheet-traitName">Perks of the Job</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you accept a quest, explain what extra aid you obtain for free. Describe: Asking for an advance, attracting aid due to your fame, leveraging your contacts, getting lucky.Aid: Gain part of the reward upfront, learn useful information, attract minions, acquire special tools.</div></div>
|
||
<div class="sheet-exampleTrait" title="Tracking,Interaction"><div class="sheet-traitName">Skeptic</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">The GM must answer honestly whenever you ask if someone is lying. Describe: Watching their eyes, reading their body language, noticing discrepancies in their stories.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Clone</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can create a clone of yourself that's a separate character you control. Collaborate on how this trait works. Describe: Splitting in half, popping into existence next to yourself, growing a clone in a tube, self-replicating. How it Works: You have to grow your clones in a lab, they're treacherous, the process gives you a condition.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Doppelganger</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Write your personal XP total on your character sheet. When you kill a creature, you can have the GM give you their character sheet. You become identical to them in every way and use their character sheet. Transfer your gear, personal XP, and this trait to the new character sheet. If your new character sheet has more XP than your personal XP, gain a condition that you can't remove until you change character sheets. You can return to your original character sheet at any point, but you forever lose the stolen character sheet. Describe: Stealing their whole identity, changing your form, absorbing their essence, changing skin.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Evolve</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you retrain, you can lose a stat, trait, or upgrade to refund all of the XP you spent to purchase it. Spend that XP however you like. Describe: Adapting to the environment, growing from your experiences, incorporating foreign DNA.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Mimic</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">When you see a creature use a trait, you can gain that trait (max 1) as a temporary trait for several hours. Describe: Copying whatever they do, assimilating their DNA, reactively adapting, evolving, changing your soul.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Morph Item</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can replace 1 item trait on an object you're touching with a different item trait. Describe: Adapting to your weapon, bending the wood and metal, transforming it into an entirely new item.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Polymorph</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can change a willing or defeated creature into a different creature. They refund all of their XP, which slowly returns over a few days or weeks. They can spend it however they want to suit their new form. Describe: Hexing them with dark magic, reshaping skin and bones, mutating them, reweaving their soul.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Combat"><div class="sheet-traitName">Regenerate</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You heal about twice as fast as normal. Also, you heal things that are otherwise unhealable. Describe: Wounds spontaneously closing, regrowing an arm, stitching your flesh together, magically healing. Unhealable Things: Amputated hand, lost eye, missing teeth, burn scars, tumorous growths, paralysis.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Exploration"><div class="sheet-traitName">Alter Size</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can change your size for a few hours. Collaborate on how much you can change your size. Describe: Warping space around you, accelerating your metabolism, harnessing your titan blood.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Exploration"><div class="sheet-traitName">Chameleon Skin</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">If you're perfectly motionless, you're invisible. Describe: Surrounding yourself in an illusion, changing your skin color, becoming transparent.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Exploration"><div class="sheet-traitName">Chaos Theory</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can do something mundane to begin a chain of events (max 1). Every 30 minutes or so (real-time), the next player to the left rolls to determine how the chain of events escalates. Good Tales make the chain better; Bad Tales make the chain worse. At any point, you can make a final roll to end the chain of events. Begin the Chain: Pet a dog, give a beggar a gold coin, drop a nail, fire an arrow randomly into the distance. Describe: Manipulating events, embracing the random chaos of the universe, relying on pure luck.End the Chain: Help arrives, something explodes, someone dies, a building collapses, a war starts.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Exploration"><div class="sheet-traitName">Clay Body</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Your body can be malleable like clay or rubber. Describe: Stretching your muscles, popping your bones out of joint, becoming like clay or water, bending. Things You Can Do: Squeeze through a keyhole, reach a distant item, pull your hands out of manacles.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Exploration"><div class="sheet-traitName">Perfect Replica</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can spend materials to create a perfect duplicate of an item. Describe: Casting a flawless illusion, crafting something with pure artistry, creating a magic replica. Materials: Whatever the original item was made of, wood, steel, textiles, earth and stone, magic dust.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Exploration"><div class="sheet-traitName">Shape Flesh</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can transform into an object or back to your original form. While you're an object, you retain your senses and you can't act except to use this trait. Describe: Morphing, changing your skin, warping reality, transferring your soul to a physical vessel.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">A Thousand Masks</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can change your appearance to another similarly sized creature. Collaborate on how this trait works. Describe: Putting on a perfect disguise, changing bodies, morphing your phase, creating an illusion. How it Works: You must have touched them before, you leave a telltale flaw, you can't sustain it for long.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">Change of Heart</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can reverse part of a creature's personality for several hours. Describe: Warping their mind, inverting brain waves, reversing the polarity, changing their alignment. Reverses: Trust into mistrust, hate into love, curiosity into disinterest, lawfulness into lawlessness.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">Cosmic Trade</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can permanently trade parts of yourself with a willing creature. Describe: Switching parts of your souls, swapping body parts, changing bodies, reshaping reality. Trade: Faces, bodies, stats, traits, personalities, minds, destinies, traits, conditions, beauty for brains.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">Gestalt</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can fuse with other willing creatures and become a single entity with all of your combined strengths and weaknesses. Collaborate on what this entails. This ends when any participant wants out. Describe: Fusing with gem magic, absorbing their bodies, initiating morphing time, forming the head. Entails: Takes less damage, gain access to all traits, grow in size, use the highest stats from each person.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">It Was Me All Along!</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">If nobody knows where you are, you can reveal that an unimportant NPC was secretly you all along. Describe: Pulling back your hood, taking off your mask, morphing to your true form, staging a grand reveal.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">Takes One to Know One</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">While you are impersonating someone, the GM must answer all of your questions about your role's mannerisms, habits, and knowledge if the answers would help you perform that role. Explain how you know this information. Describe: Copying body language perfectly, creating a flawless disguise, studying your mark, acting.</div></div>
|
||
<div class="sheet-exampleTrait" title="Transformation,Interaction"><div class="sheet-traitName">The Curse</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Collaborate on how you curse others. When you curse someone, refund half of their XP. Change their aesthetics and spend their XP however you like to make them more like you. Their disposition toward you significantly improves. Describe: Infecting their bloodstream, hexing them with magic, leaving a mark on their skin, cursing them. Spread By: Draining their blood, biting them, giving them a parasite, performing a tribal ritual. Transform Into: Vampire, werewolf, zombie, ghost, horrific Old One, assimilated insectoid, drone.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Undeath,Combat"><div class="sheet-traitName">Dead Nerves</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Gain the defense "Dead Nerves []." Mark it when you suffer a Bad Tale that an undead creature could ignore. If that Bad Tale gave you a condition, completely ignore all negative effects associated with that condition. Describe: Ignoring a fatal wound, unnatural resilience, undead anatomy, your rotten organs. Ignore: Your guts spilling out, carry around your decapitated head, ignore a sword through your heart.</div></div>
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||
<div class="sheet-exampleTrait" title="Undeath,Combat"><div class="sheet-traitName">Death Throes</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on something powerful that happens when you die. Describe: Your soul exploding, uttering a final curse, completing your most powerful spell, finding vengeance. What Happens: Explode in necrotic energy, take your attacker with you, return as a ghost, curse someone.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Combat"><div class="sheet-traitName">Death Watch</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Whenever you or one of your closest allies would die, they instead hold onto life for several minutes or hours, depending on the severity of their injuries. During this time, they can be healed as normal to potentially avoiddeath. Also, the GM must answer honestly whenever you ask how close a creature is to death. Describe: Hiding them from Death, altering their anatomy, extending their life with necromancy.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Combat"><div class="sheet-traitName">Drain Soul</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can take a dying or recently dead creature's soul. Write it on your character sheet (max 5). Others can't interact with the soul (such as to resurrect it or communicate with it) without your consent. Also, you can forever obliterate the soul to temporarily gain some of its power. Collaborate on what that entails. Describe: Soul strands rising to your clenched fist, capturing its spirit in a gem, devouring its essence. Power: Increase one of your stats, bolster to do what it did well, gain a temporary trait, summon its spirit.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Combat"><div class="sheet-traitName">Plaguebearer</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on a disease that you carry, and how it spreads. You're immune to it. Describe: Pallid skin, sunken eyes, pus-filled boils on your skin, black blood, skin covered in a sheen of sweat. Plague: Virus, bacteria, worm parasites, fungal mushroom spores, dark curse, the seed of a corrupted plant. Symptoms: Vomit and nausea, painful boils, extreme fever, necrosis, coughing, weakness, eventual death. Transmitted by: Skin-to-skin contact, damaging someone, bodily fluids, drawing a rune on their skin.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Combat"><div class="sheet-traitName">Reanimate</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Collaborate on a death condition and how quickly you reanimate. If you die and your death condition isn't met, you return to life. Death Condition: Staked in the heart, decapitated, killed when your phylactery is destroyed, poisoned. Describe: Crawling out of a shallow grave, coalescing from death, pulling yourself out of the spirit realm.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Exploration"><div class="sheet-traitName">Bloodseeker</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can hear far heartbeats with perfect accuracy. While focusing on someone, you can sense and understand every part of their physiology as if you'd dissected them and carefully studied every body part. Describe: Hearing blood course through their veins, noticing subtle changes in their physiology. Sense: Smell disease, hear a nervous heartbeat, feel the warmth of arousal, see pregnancy, taste their fear.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Exploration"><div class="sheet-traitName">Despoiler</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can cause far plants and objects to wither and decay. Describe: Withering plants to dry husks, rusting metal, spoiling food and water, warping wood, cracking stone.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Exploration"><div class="sheet-traitName">Eternal Hunger</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You no longer need to eat or drink. Collaborate on 1 new need that you must fulfill at least once a week or starve. When you excessively indulge this need, you heal as if you received 1 day of bed rest and medical attention, and you're bolstered to do anything. Describe: Cold skin, no pulse, you don't bleed when you're cut, obsessive desire, growling stomach. New Needs: Drink blood, eat nightmares, consume souls, feast on fear, absorb magic, devour nightmares.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Exploration"><div class="sheet-traitName">Haunt</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can awaken the terrain. It becomes sentient and gains XP equal to half of your total XP, which it can spend however it wants. Collaborate on its personality. Its disposition toward you significantly improves. Describe: Spilling your blood into the earth, binding a spirit to the land, corrupting the area, enchanting it. Terrain Actions: Open and close doors, attract or repel creatures, alter its geography, a ship sails itself.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Exploration"><div class="sheet-traitName">Pierce the Veil</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can see the spirit world. Collaborate on what that entails. Describe: Looking through ghost eyes, shifting your soul, your eyes going black, seeing dead people. Entails: See recently dead spirits, murderers appear to have blood-stained hands, see where a death occurred.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Exploration"><div class="sheet-traitName">Unlife and Unlimb</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You can attach and reattach your body parts. You control your detached body parts and sense the world through them. You can instantly heal some conditions (such as an amputated arm) in this way. Describe: Watching through an eyeball, crawling with a hand, pulling your guts back inside yourself.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Interaction"><div class="sheet-traitName">Aura of Death</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can give all far creatures the overwhelming desire to leave the area. Describe: Whispering dark words, creating a sudden chill, giving people an unsettling feeling in their gut.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Interaction"><div class="sheet-traitName">Banshee's Wail</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can emit an incredibly loud sound. Far creatures gain the condition "Deaf" until the ringing tops. The sound also shatters glass and shakes structures. Describe: Screaming the cries of the dead, wailing in agony, speaking with death's otherworldly voice.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Interaction"><div class="sheet-traitName">Braaaiins</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can gain some of a dead creature's knowledge and memories. Describe: Eating its brains, consuming its soul, enslaving it in the afterlife, absorbing its brain waves.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Interaction"><div class="sheet-traitName">Charon's Toll</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can sacrifice 1 treasure to negate 1 Bad Tale. Describe: Burying coins to pay Death's toll, turning treasure into ash, giving coins to a shadowy hand.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Interaction"><div class="sheet-traitName">Medium</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can speak to the dead. You must have access to part of a creature's body, or something that was important to it in life. Describe: Opening a door to the afterlife, tugging at a soul strand, sending your voice into the grave world.</div></div>
|
||
<div class="sheet-exampleTrait" title="Undeath,Interaction"><div class="sheet-traitName">Possess</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can vanish and take control of a corpse or vulnerable creature. Use its stats and traits instead of your own, but you retain this trait. If the body you're possessing has more XP than you, gain a condition you can't remove until you end the possession. Your host can attempt to rebel against your possession. Describe: Overpowering its soul, becoming a spirit and moving inside of it, infecting its thoughts.</div></div>
|
||
|
||
<div class="sheet-exampleTrait" title="Warfare,Combat"><div class="sheet-traitName">Disarm</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can disarm someone. They drop a held item, which lands in a close space. If you have a free hand, you can catch the item instead. Describe: Attacking in a flurry, cutting through foes, spinning in a blade tornado, releasing an explosion.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Combat"><div class="sheet-traitName">Every Scar a Lesson</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Whenever you're defeated by a worthy threat, gain the defense "Scarred by _____ []." Write the threat in the blank. Mark it when you suffer a Bad Tale related to that threat. Describe: Jagged cut, burned skin, crooked finger, missing tooth, glowing rune-scar, dented armor. Threats: Dragon, bug, beast, sword, trap, soldier from the Southern Kingdom, wizard, rogue, frost, fire, acid.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Combat"><div class="sheet-traitName">Guardian</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can intercept attacks if you're in a position where you can logically do so. Describe: Interposing yourself, diving in the way, lifting your shield over someone, shoving them behind you.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Combat"><div class="sheet-traitName">Kensai</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">Give one of your weapons a name. It is now a magic item, but only in your hands. Collaborate on its effects. Absolutely nothing can forcibly remove it from you. If lost, it miraculously finds its way back to you in less than a day. Describe: Performing a sacred blade ritual, carving the weapon's name into it, baptizing the weapon in blood.Miraculous Return: Trip over it in the woods, find it on the next corpse you loot, find it for sale in a shop.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Combat"><div class="sheet-traitName">Shove</div><div class="sheet-traitType">Combat</div><div class="sheet-traitDescription">You can push someone back as far as you can normally move. Move into the spaces they vacate. Describe: A powerful bull rush, lowering your shield and charging forward, making them dodge backward.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Exploration"><div class="sheet-traitName">Arena</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you set foot on a battlefield, tell the GM about a strategic asset on that battlefield. Describe: Examining the field with a tactical eye, noticing an important detail, exploiting the terrain. Assets: A platform that will crumble from a good hit, a hidden trap, ample cover, a bottleneck.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Exploration"><div class="sheet-traitName">Grit</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Your endurance exceeds normal limits. Collaborate on what this entails. Describe: Setting your jaw and powering through, shrugging it off, ignoring pain and aching muscles. Capabilities: Run a marathon, carry an unconscious ally for hours, ignore your biological needs for a week.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Exploration"><div class="sheet-traitName">Guard Duty</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">While you're paroling, guarding, or escorting, you have a basic understanding of everything that happens in and around whatever you're protecting. Also, you can completely negate 1 Bad Tale against whatever you're guarding during this time. Describe: Keeping an eye out, watching the shadows, establishing lookouts, guarding the area, setting patrols.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Exploration"><div class="sheet-traitName">High Ground</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">When you reach an area's most tactically advantageous position, immediately tell a free Good Tale. Describe: Using the high ground to cut down foes, getting a better vantage point, controlling a bottle neck.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Exploration"><div class="sheet-traitName">Strong Back</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">You have +5 inventory slots. Describe: A huge backpack, strong muscles, broad shoulders, bearing the burden, wearing heavy armor.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Exploration"><div class="sheet-traitName">Titan's Strength</div><div class="sheet-traitType">Exploration</div><div class="sheet-traitDescription">Your ability to lift and carry heavy weights exceeds normal limits. Collaborate on what this entails. Describe: Your veins pulsing, straining your muscles, gritting your teeth, heaving something over your head.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Blood on the Wind</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">Whenever someone important to you is in danger, you know their exact location and what sort of danger they're in. Describe: Feeling it in your gut, the hairs on the back of your neck standing up, getting a dark premonition.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Bushido</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you show an enemy profound mercy or respect, their disposition toward you significantly improves. Also, write on your character sheet that you hold their debt. Cross it off to have them pay off that debt. Describe: Earning karma, holding others to a high standard, bringing out the best in others.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Cold Read</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can have the GM tell you all of a visible creature's traits. Describe: Reading their body language, getting a gut feeling, making guesses based on their equipment.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Enemy of My Enemy</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you harm, hinder, or disrupt an enemy, you can have the GM tell you of one of your enemy's enemies. Their disposition toward you significantly improves. Explain how you know this information. Describe: Teaming up, forging an alliance, putting petty grudges aside, using each other towards your goals.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Get Their Attention</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can make everyone present think that you are by far the biggest threat until they see evidence to the contrary. Describe: Performing a deadly weapon maneuver, looking deadly and intimidating, pissing them off.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Gladiator</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">After you win a fight, choose someone who watched you fight. Tell the GM how they henceforth feel about you. Describe: Showboating, an incredible display of power, pleasing the crowd, flexing your muscles. How they Feel: Don't cross them, they're so sexy, I need to befriend them, I never want to fight them.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">Iron Sharpens Iron</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">When you train with others, you can gain 1 of your training partner's traits (max 1) as a temporary trait for about 1 day. Each of your training partners can similarly gain 1 of your traits (max 1) as a temporary trait for about 1 day. Describe: Practicing weapon drills, trading war stories, forging spiritual bonds, swearing oaths of loyalty.</div></div>
|
||
<div class="sheet-exampleTrait" title="Warfare,Interaction"><div class="sheet-traitName">No One Left Behind</div><div class="sheet-traitType">Interaction</div><div class="sheet-traitDescription">You can save someone from any threat imaginable. However, your fates are now intertwined until both of you are completely safe and have no conditions. If one of you gains a condition or dies while your fates are intertwined, the other does as well. You can't use this trait on someone if your fates are already intertwined. Describe: Leaping to their rescue, dragging your ally to safety, grabbing them as they fall over a cliff ledge.</div></div>
|
||
|
||
|
||
</div>
|
||
|
||
</div>
|
||
|
||
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<!--
|
||
|
||
o8o
|
||
`"'
|
||
.ooooo. .ooooo oo oooo oooo oooo oo.ooooo.
|
||
d88' `88b d88' `888 `888 `888 `888 888' `88b
|
||
888ooo888 888 888 888 888 888 888 888
|
||
888 .o 888 888 888 888 888 888 888
|
||
`Y8bod8P' `V8bod888 `V88V"V8P' o888o 888bod8P'
|
||
888. 888
|
||
8P' o888o
|
||
"
|
||
|
||
-->
|
||
|
||
|
||
|
||
<div class="sheet-NewHideableSection"> <!-- Equipment -->
|
||
<input type="checkbox" name="attr_equipmentSectionToggle" class="sheet-hiddenSectionToggle" checked="checked" title="Equipment" />
|
||
|
||
<div class="sheet-equipment">
|
||
|
||
<div class="sheet-popupHelp"><span>
|
||
<p>By default, characters can carry 5 items. Each item slot represents roughly an amount that could be carried in one hand. 1 treasure typically takes up 1 item slot. Some items, such as two-handed weapons might take up two slots. A handful of small items might collectively take up 1 slot.</p>
|
||
<p>Discuss the details of item slots and encumbrance with your group</p>
|
||
</span></div>
|
||
|
||
<div class="sheet-Weapons">
|
||
<h3>Weapons</h3>
|
||
<h4 class="sheet-TTitemName">Name</h4><h4 class="sheet-TTitemDesc">Details</h4>
|
||
<fieldset class="repeating_weapons">
|
||
<input type="text" class="sheet-TTitemName" name="attr_WeaponName" />
|
||
<input type="text" class="sheet-TTitemDesc" name="attr_weaponKeywords" />
|
||
</fieldset>
|
||
|
||
</div>
|
||
|
||
<div class="sheet-Armor">
|
||
<h3>Armor</h3>
|
||
<h4 class="sheet-TTitemName">Name</h4><h4 class="sheet-TTitemDesc">Details</h4>
|
||
|
||
<fieldset class="repeating_armor">
|
||
<input type="text" class="sheet-TTitemName" name="attr_ArmorName" />
|
||
<input type="text" class="sheet-TTitemDesc" name="attr_armorKeywords" />
|
||
</fieldset>
|
||
|
||
</div>
|
||
|
||
<div class="sheet-MiscEquipment">
|
||
<h3>Misc Equipment</h3>
|
||
<h4 class="sheet-TTitemName">Name</h4><h4 class="sheet-TTitemDesc">Details</h4>
|
||
|
||
<fieldset class="repeating_miscEquipment">
|
||
<input type="text" class="sheet-TTitemName" name="attr_EquipmentName" />
|
||
<input type="text" class="sheet-TTitemDesc" name="attr_equipmentDescription" />
|
||
</fieldset>
|
||
|
||
|
||
</div>
|
||
<div class="repeating_treasure">
|
||
<h3>Treasure</h3>
|
||
<h4 class="sheet-TTitemName">Name</h4><h4 class="sheet-TTitemDesc">Details</h4>
|
||
<fieldset class="repeating_treasure">
|
||
<input type="text" class="sheet-TTitemName" name="attr_treasureUnits"/>
|
||
<input type="text" class="sheet-TTitemDesc" name="attr_treasureDescription" />
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
|
||
|
||
<div class="sheet-NewHideableSection"> <!-- Personality -->
|
||
|
||
<input type="checkbox" name="attr_personalitySectionToggle" class="sheet-hiddenSectionToggle" title="Personality" checked="checked" />
|
||
|
||
<div class="sheet-Personality">
|
||
|
||
<div class="sheet-BeliefsInstinctsAndGoals">
|
||
<p class="sheet-TTBIGTitles">Belief: <input type="text" class="sheet-TTBIGs" name="attr_Belief"></p>
|
||
<p class="sheet-TTBIGTitles">Instinct: <input type="text" class="sheet-TTBIGs" name="attr_Instinct"></p>
|
||
<p class="sheet-TTBIGTitles">Goal: <input type="text" class="sheet-TTBIGs" name="attr_Goal"></p>
|
||
<p class="sheet-TTBIGTitles">Stress Reliever: <input type="text" class="sheet-TTBIGs" name="attr_StressReliever"></p>
|
||
<p class="sheet-TTBIGTitles">Vice: <input type="text" class="sheet-TTBIGs" name="attr_Vice"></p>
|
||
</div> <!-- sheet-BeliefsInstinctsAndGoals -->
|
||
|
||
|
||
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-NewHideableSection"> <!-- Contacts -->
|
||
|
||
<input type="checkbox" name="attr_contactsSectionToggle" class="sheet-hiddenSectionToggle" title="Contacts, Minions, Patrons, Deities" checked="checked" />
|
||
|
||
<div class="sheet-Contacts">
|
||
|
||
|
||
<fieldset class="repeating_contacts">
|
||
<div class="sheet-singleContactContainer">
|
||
<input type="text" class="sheet-TTcontactName" name="attr_contactName" placeholder="Name" />
|
||
<textarea class="sheet-TTcontactDesc" name="attr_contactDescription" placeholder="Description, Relationship, Contract" /></textarea>
|
||
</div>
|
||
</fieldset>
|
||
|
||
|
||
<!--
|
||
|
||
<div class="sheet-traitsTabCombatContent">
|
||
<div class="sheet-traits">
|
||
<h3 class="sheet-TavernTalesHeader"><span class="sheet-traitXP">XP: <input type="number" name="attr_combatTraitsXPSpent" value=0 /></span>Combat Traits</h3>
|
||
<fieldset class="repeating_CombatTraits">
|
||
<div class="sheet-singleTraitContainer">
|
||
<input type="text" class="sheet-TTtraitName" name="attr_CombatTraitName" placeholder="Trait Name"/>
|
||
<textarea class="sheet-TTtraitDesc" name="attr_CombatTraitDescription" placeholder="Trait Description"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
-->
|
||
|
||
|
||
</div>
|
||
</div>
|
||
|
||
|
||
<div class="sheet-NewHideableSection">
|
||
<input type="checkbox" name="attr_notesSectionToggle" class="sheet-hiddenSectionToggle" title="Notes and Quest Logs" />
|
||
|
||
<div class="sheet-notes">
|
||
<fieldset class="repeating_Notes">
|
||
<div class="sheet-singleTraitContainer">
|
||
<!-- <input type="text" class="sheet-TTnoteName" name="attr_NoteTitle" placeholder="Title"/> -->
|
||
<textarea class="sheet-TTnoteDesc" name="attr_NoteDescription" placeholder="Details"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-NewHideableSection"> <!-- Optional Rules -->
|
||
<input type="checkbox" class="sheet-hiddenSectionToggle" title="Dice Mechanics (behind the scenes)"/>
|
||
<div class="sheet-optionalRules">
|
||
<div class="sheet-TavernTalesColumn">
|
||
<h3>Target Numbers</h3>
|
||
<p>The default difficulty is as follows:
|
||
<ul>
|
||
<li>Rolling 10 or more gets a good tale</li>
|
||
<li>Rolling 15 or less gets a bad tale</li>
|
||
</ul>
|
||
<p>If this is too hard, consider changing the target numbers to 8 and 13.</p>
|
||
<p>Lower Margin: <input type="number" name="attr_lowerLimit" value="10" /> Roll this value or higher to get a Good Tale</p>
|
||
<p>Upper Margin: <input type="number" name="attr_upperLimit" value="15" /> Roll this value or lower to get a Bad Tale</p>
|
||
<p>Make sure these fields are not empty. If you're not sure, set them to 10, 15.</p>
|
||
</div>
|
||
|
||
<div class="sheet-TavernTalesColumn">
|
||
<h3>Dice Type</h3>
|
||
<p>
|
||
Set your Roll type: 3d20 or 2d10
|
||
<select name="attr_diceType">
|
||
<option label="3d20" value="3d20" selected="selected">3d20</option>
|
||
<option label="2d10" value="2d10">2d10</option>
|
||
</select>
|
||
</p>
|
||
|
||
|
||
|
||
|
||
<p>Decreased: <input type="text" name="attr_decreasedRollTemplate" value="3d20kl1"></p>
|
||
<p>Normal: <input type="text" name="attr_normalRollTemplate" value="{{3d20dl1}dh1}"></p>
|
||
<p>Increased: <input type="text" name="attr_increasedRollTemplate" value="3d20kh1"></p>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
</div> <!-- sheet-pageTabCharacterSheetContent -->
|
||
|
||
|
||
<!--
|
||
|
||
|
||
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|
||
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|
||
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|
||
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|
||
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|
||
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|
||
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|
||
.o..P'
|
||
`Y8P'
|
||
|
||
-->
|
||
|
||
|
||
|
||
|
||
<div class="sheet-pageTabPlayerGuideContent">
|
||
|
||
<div class="sheet-version09content">
|
||
<div class="sheet-NewHideableSection">
|
||
<input type="checkbox" class="sheet-hiddenSectionToggle" title="Equipment" checked="checked" />
|
||
<div>
|
||
|
||
<h3>Weapons</h3>
|
||
|
||
<p>In Tavern Tales, you are in complete control of your character’s aesthetics. That rule also extends to your character’s weapons. It’s entirely up to you to define what weapons your character uses, and how he uses those weapons in combat. Because of this, Tavern Tales allows you to choose your weapons’ mechanics and their aesthetics separately.
|
||
|
||
</p><p>A weapon’s aesthetics is what it looks like (your weapon is a simple longsword, a serrated axe, a glowing mace, etc). Weapon aesthetics are limitless and completely within your control.
|
||
|
||
</p><p>Weapon mechanics work a bit differently. To understand weapon mechanics in Tavern Tales, consider the following question: What does a staff do in a fantasy world?
|
||
</p><p>To a barbarian, a staff is a blunt weapon suitable for bashing skulls.
|
||
</p><p>To a monk, a staff is a precise weapon that requires speed and finesse.
|
||
</p><p>To a wizard, a staff shoots fireballs and bolts of lightning.
|
||
|
||
</p><p>Clearly, weapons mean different things to different people. For that reason, it’s up to you to decide the mechanics of your weapons. When you pick up or use a weapon for the first time, you must decide on the weapon keywords for those weapons. You get 2 weapon keywords from the list below. This applies regardless of how many items you are holding. A person wielding a sword and shield, a person wielding a pair of daggers, a person wielding a single rapier, and a person wielding a two-handed great axe each get 2 weapon keywords.
|
||
|
||
</p><p>This flexibility allows players to create truly unique fighting styles. For example, a player might decide that holding a shield and no weapon grantsranged and piercing. In this case, it’s a good idea for the player to describe why holding a shield grants that fighting style. Perhaps he emits beams of holy light from his shield, or perhaps he throws his shield before having it bounce back to his hand.
|
||
</p><p>It’s a good idea to record your decision on the character sheet. For example, suppose you decide that holding a sword grants you melee anddisarming. You sheathe your sword, and a few days later you draw it again. At that point, the sword should still grant you melee and disarming. Recording weapon keywords on your character sheets ensures that you are consistent from combat to combat.
|
||
|
||
</p><p>The most common traits are melee and ranged, but players are not obligated to select those options. A player might instead opt for leadership-based keywords (defensive and cleansing, perhaps). Also, if a trait grants a player the melee keyword with all of his weapons, then the player might opt for a more offensive combination (disarming and reach, perhaps).
|
||
|
||
</p><p>Weapon Keywords
|
||
|
||
</p><p>Melee: When you make a melee attack with a weapon that doesn’t have the melee keyword, roll -1 damage die (possibly bringing you down to 0d8+stat damage).
|
||
|
||
</p><p>Ranged: When you make a ranged attack with a weapon that doesn’t have the ranged keyword, roll -1 damage die (possibly bringing you down to 0d6+stat damage).
|
||
|
||
</p><p>Accurate: The base damage of your ranged attacks is d8 instead of d6 (does not affect melee attacks).
|
||
|
||
</p><p>Binding: Increase your rolls to maintain grapples.
|
||
|
||
</p><p>Cleansing: When you spend advantage and bolster, remove 1 debuff from yourself or a visible ally.
|
||
|
||
</p><p>Defensive: You have +2 block.
|
||
|
||
</p><p>Disarming: When you spend advantage and deal damage, disarm the target.
|
||
|
||
</p><p>Reach: Your melee attacks can reach near targets. Your ranged attacks can reach targets out to a far distance.
|
||
|
||
</p><p>Rending: When you spend advantage and deal damage, inflict bleed on the target.
|
||
|
||
</p><p>Piercing: When you spend advantage to attack, the attack ignores block.
|
||
|
||
</p><p>Staggering: When you spend advantage and deal damage, knock the target back a near distance (assuming you can logically do so).
|
||
|
||
</p><p>Here are a few examples of keyword combinations:
|
||
</p><p>Sword and shield: Melee and defensive
|
||
</p><p>Pair of axes: Melee and rending
|
||
</p><p>Magic wand: Ranged and accurate
|
||
</p><p>Sword and Pistol: Melee and ranged
|
||
|
||
</p><p>Retraining
|
||
|
||
</p><p>You can retrain your weapon keywords in much the same way that you retrain theme traits. If you practice weapon drills for a few hours, you can change the weapon keywords that the weapons grant you.
|
||
|
||
</p><p>Unarmed Attacks
|
||
|
||
</p><p>By default, your body doesn’t count as a weapon and therefore can’t gain weapon keywords. Consequently, you must roll -1 damage die when you make an unarmed attack because you don’t have the melee or ranged weapon keywords. However, players can get around this restriction. Some traits, items, and effects read:
|
||
</p><p>Your body counts as a weapon, and your weapons have the melee keyword for free.
|
||
</p><p>Your body counts as a weapon, and your weapons have the ranged keyword for free.
|
||
</p><p>Your body counts as a weapon, and your weapons have the melee and ranged keywords for free.
|
||
|
||
</p><p>If you have one of these effects, then you are able to add the default 2 weapon keywords to your body (which now counts as a weapon). For example, suppose a martial artist has “Your body counts as a weapon and gains the melee keyword for free.” He might choose to gain the bindingand defensive keywords in addition to his free melee keyword to represent his wrestling fighting style.
|
||
|
||
</p><p>To sum up, the weapon rules are as follows:
|
||
</p><p>If you make a melee attack without the melee keyword, or a ranged attack without the ranged keyword, you decrease the roll.
|
||
</p><p>You can apply 2 keywords to your weapons. It doesn’t matter how many weapons you hold—you always get 2 keywords.
|
||
</p><p>You can’t apply weapon keywords to your fists (or other natural attacks) because your body isn’t a weapon. Some traits count your body as a weapon, which allows you to overcome this restriction.
|
||
</p><p>Many effects give you weapon keywords for free. You gain these keywords in addition to the 2 default keywords.
|
||
|
||
</p><p>What constitutes a weapon?
|
||
|
||
</p><p>Often, it is easy to decide what constitutes a weapon. Swords and bows are obviously weapons, but what about an enchanted holy symbol? Or what about a bar stool? Or a shield? Ultimately, it’s up to your gaming group to decide what counts as a weapon.
|
||
</p><p>The GM should be flexible when it comes to magical items such as wands, holy symbols, totems, and spellbooks. It’s usually a good idea to define which of these items count as weapons in your campaign. For example, you might want to clarify that a book has to have magical spells written in it before it can count as a weapon. Otherwise, a wizard who gets disarmed might pick up the nearest book–a pamphlet or a diary, perhaps–and try to use it as a weapon.
|
||
|
||
</p><p>There needs to be a distinction between weapons and non-weapons. If everything counts as a weapon, then players never have to worry about being disarmed or going into battle unarmed.
|
||
|
||
</p><p>Keep in mind that if you count an item as a weapon, that doesn’t necessarily mean that it has to be compatible with every weapon keyword. For example, the GM might conclude that a dagger can’t have reach because daggers are so short.
|
||
|
||
</p><p>Melee Weapon – 25 gold
|
||
</p><p>Holding any combination of weapons grants you 2 weapon keywords.
|
||
|
||
</p><p>Ranged Weapon – 25 gold
|
||
</p><p>Holding any combination of weapons grants you 2 weapon keywords.
|
||
|
||
</p><p>Ammunition Bundle – 1 gold
|
||
</p><p>This bundle provides 10 pieces of ammunition (arrows, bullets, magic dust, etc).
|
||
|
||
</p><p>Armor
|
||
|
||
</p><p>Much like weapons, the type of armor that a creature wears is largely an aesthetic choice. Armor in Tavern Tales falls into one of two categories:
|
||
</p><p>Light Armor – 20 gold
|
||
</p><p>You have +1 block while wearing this armor.
|
||
|
||
</p><p>Heavy Armor – 50 gold
|
||
</p><p>You have +2 block while wearing this armor, and you decrease all rolls that relate to mobility such as climbing, swimming, sneaking, and enduring long marches.
|
||
|
||
</p><p>It’s up to your gaming group to decide where to draw the line between light and heavy armor. Light armor typically includes leather armor, hide, and chainmail. Heavy armor typically includes scale armor and fullplate. Everyday clothing doesn’t count as armor.
|
||
|
||
</p><p>Equipment
|
||
|
||
</p><p>Adventurer’s Pack – 10 gold
|
||
</p><p>An adventurer’s pack includes the following: a backpack, a bedroll, a mirror, 5 candles, flint and tinder, 50 feet of rope, a piece of chalk, and a waterskin.
|
||
|
||
</p><p>Ammunition Bundle – 1 gold
|
||
</p><p>This includes 10 pieces of ammunition for a specific weapon (arrows for a bow, bolts for a crossbow, crystal fragments for a wand, etc).
|
||
|
||
</p><p>Infinite Bundle / Returning Weapon – 50 gold
|
||
</p><p>An infinite bundle is an endless source of ammunition—a quiver that never runs out of ammunition, for example. A returning weapon is ranged weapon that returns to the user after it’s been thrown—a boomerang or a chakram, for example.
|
||
|
||
</p><p>Healing Potion – 50 gold
|
||
</p><p>Drink this potion (doing so is a simple action) to instantly heal an amount of life equal to your toughness. Then, you become resistant to healing potions.
|
||
|
||
</p><p>Lockpicks – 10 gold
|
||
</p><p>These tiny tools are necessary to pick complicated locks.
|
||
</p>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-version10content">
|
||
<div class="sheet-NewHideableSection">
|
||
<input type="checkbox" class="sheet-hiddenSectionToggle" title="Equipment" checked="checked" />
|
||
<div>
|
||
<h3>Inventory</h3>
|
||
<p>Creatures have 5 inventory slots. Each slot represents 1 handful of stuff. Essentially, each inventory slot can hold anything that you can carry with 1 hand. Large items that require 2 hands to carry (such as a two-handed axe) take up 2 inventory slots. A handful of small items (such as rings or keys) take up 1 inventory slot.</p>
|
||
|
||
<h3>Treasure</h3>
|
||
<p>Treasure is abstract in Tavern Tales to avoid excessive bookkeeping. Your gaming group needs to work together to determine the value of 1 treasure, which can change during the game. Here are a few examples of what 1 treasure might be worth:</p>
|
||
<ul>
|
||
<li>To a street urchin, 1 treasure is a loaf of bread.</li>
|
||
<li>To an adventurer, 1 treasure is a bag of coins.</li>
|
||
<li>To a warrior-king, 1 treasure is a pile of gold.</li>
|
||
</ul>
|
||
|
||
<p>Players ignore all treasure gains and losses that are below 1 treasure. Tese gains and losses are considered tobe so trivial that they don’t affect your fnances at all. For example, suppose your group decides that 1 treasure is worth a bag of gold coins. If you notice a gold coin on the street and pick it up, you won’t gain any treasure because it’s below your threshold. Similarly, if you spend a few coins on a mug of ale at a tavern, you won’t lose any treasure.
|
||
</p><p>A single piece item can be worth more than 1 treasure.
|
||
</p><p>For example, a perfect diamond might be worth 3 treasure and a golden-plated shield might be worth 5 treasure.
|
||
</p><p>The number of slots that treasure occupies depends on its size and weight. For example, compare a perfect diamond 5 treasure with a chest full of gold coins that’s also worth 5 treasure. Te diamond would take up less than 1 slot, while the treasure chest would occupy many more slots. In fact, players may acquire so much treasure that it’s difcult to transport it all. Tere’s a good reason why dragons have to guard their gold!
|
||
</p>
|
||
|
||
<h3>Item Traits</h3>
|
||
<p>Like theme traits, item traits are divided into combat, exploration, and interaction. Items acquire item traits the same way that players acquire theme traits. Te big difference is that you spend treasure instead of XP to buy item traits.</p>
|
||
|
||
<h3>Items</h3>
|
||
<p>To buy an item trait, spend an amount of treasure equal to that item’s new number of traits in that category. For example, giving an item its frst combat trait costs 1 treasure. Giving it a second combat trait costs 2 more treasure. Giving it a third combat trait costs 3 more treasure for a total of 6 treasure. Giving the item its frst exploration or interaction trait would only cost 1 treasure.</p>
|
||
|
||
<h3>Upgrading Your Body</h3>
|
||
<p>You can purchase item traits for your body. Tis will allow you to attack with fsts, block weapons with thick scales, or have a long rope-like tongue. Buying item traits for your body functions the same as buying item traits for items. Te only difference is that these item traits are permanent because they are now part of you.</p>
|
||
|
||
<h3>Starting Equipment</h3>
|
||
<p>
|
||
By default, PC start the game with 2 treasure, which they can spend however they like on items. They also start with enough similar, miscellaneous items to occupy 1 inventory slot.
|
||
For example, here are some starting character inventories:
|
||
</p>
|
||
<div class="sheet-3colrow">
|
||
<div class="sheet-col">
|
||
<h4>Wizard</h4>
|
||
<p>• Magic Staff: Melee (Enchanted)
|
||
</p><p>• Wizard Academy Robes: Ofcial
|
||
</p><p>• Spellmaking Gear: Spell book, quill, ink.
|
||
</p>
|
||
</div>
|
||
<div class="sheet-col">
|
||
<h4>Sea Captain</h4>
|
||
<p>• Cutlass: Melee (Light)
|
||
</p><p>• Shark-Skin Armor: Defensive
|
||
</p><p>• Sailing Gear: Compass, collapsible telescope, gloves
|
||
</p>
|
||
</div>
|
||
<div class="sheet-col">
|
||
<h4>Noble</h4>
|
||
<p>• Ostentatious Clothes: Ornamental
|
||
</p><p>• Noble Gear: Monocle, signet ring, gaudy brooch
|
||
</p><p>• 1 treasure
|
||
</p>
|
||
</div>
|
||
</div>
|
||
|
||
<h3>Combat</h3>
|
||
|
||
|
||
<h4>Defensive</h4>
|
||
<p>The item grants the defense “Armor ☐.” Mark it when you suffer a Bad Tale that armor can logically mitigate.
|
||
</p><p>This trait can be applied to armor and shields more than once; each time it is, the item occupies 1 more inventory slot than normal.
|
||
</p><p>Describe: Blocking with a shield, parrying with a sword,
|
||
</p><p>deflecting a spell with a runed spell-gauntlet.
|
||
</p>
|
||
|
||
<h4>Melee</h4>
|
||
<p>You can make touch melee attacks. If you make a touch attack without this trait, decrease the roll. Also, choose one:
|
||
</p><p>• Heavy: Roll brawn to attack with this weapon.
|
||
</p><p>• Light: Roll fnesse to attack with this weapon.
|
||
</p><p>• Enchanted: Roll mind to attack with this weapon.
|
||
</p><p>• Inspiring: Roll spirit to attack with this weapon.
|
||
</p><p>Describe: Cutting with a sword, stabbing with a dagger, bashing with a hammer, thrusting with a spear.
|
||
</p>
|
||
|
||
<h4>Ranged</h4>
|
||
<p>If you make a ranged attack without this item trait, decrease the roll. Tis weapon has 3 ammo. If you have ammo, you can make far ranged attacks. Afer an encounter when you made a ranged attack, lose 1 ammo.
|
||
</p><p>Also, choose one:
|
||
</p><p>• Heavy: Roll brawn to attack with this weapon.
|
||
</p><p>• Light: Roll fnesse to attack with this weapon.
|
||
</p><p>• Enchanted: Roll mind to attack with this weapon.
|
||
</p><p>• Inspiring: Roll spirit to attack with this weapon.
|
||
</p><p>Ammo: Arrows, bolts, bullets, magic orbs, black powder, alchemical cannisters, psi-crystals, ki runes.
|
||
</p><p>Describe: Firing a bow, shooting a pistol, blasting with a shotgun, hurling freballs from a wand.
|
||
</p>
|
||
|
||
<h4>Thrown</h4>
|
||
<p>The item functions as having the Ranged trait, except that the ammo is the weapon itself. Recover the item to restore the ammo.
|
||
</p><p>Describe: Trowing a spear, hurling an ax, flicking out a few shurikens, throwing a spinning blade.
|
||
</p>
|
||
|
||
<h4>Reach</h4>
|
||
<p>Increase the weapon’s range one step, such as from touch to near.
|
||
</p><p>Describe: A long-hafed spear, a sinuous whip, a rifle with a scope, a powerful composite longbow.
|
||
</p>
|
||
|
||
<h3>Exploration</h3>
|
||
|
||
<h4>Camouflage</h4>
|
||
<p>If you remain perfectly still in an environment that resembles this camouflaged item, increase rolls to hide.
|
||
Tis item trait can only be used on clothes and armor.
|
||
Describe: Strange patterns, plants stitched into the fabric, splotches of color that match the background
|
||
Environments: Forest, jungle, frozen wasteland, ocean, desert, mountain, felds, caves.</p>
|
||
|
||
<h4>Convenient</h4>
|
||
<p>This item occupies 1 fewer inventory slot.
|
||
Describe: Lightweight material, convenient travel hook
|
||
or strap, getting used to its weight, compact size.</p>
|
||
|
||
<h4>Discrete</h4>
|
||
<p>Increase rolls to hide this item.
|
||
Describe: Small and compact size, unique shape that
|
||
makes it ideal for hiding, dull color, camouflage.</p>
|
||
|
||
<h4>Environmental</h4>
|
||
<p>Collaborate on a biome. Te item grants the defense
|
||
“____ ☐.” Write the biome into the blank. Mark it when
|
||
you suffer a Bad Tale related to that environment.
|
||
Describe: Fur-lined winter coats, billowy and shaded
|
||
desert gear, buoyant and sleek swimming equipment.</p>
|
||
|
||
<h4>Floats</h4>
|
||
<p>This item floats well enough that it can support a person’s weight indefnitely, like a life ring.
|
||
Describe: Natural buoyancy, flotation devices, air bubble pockets, glowing wind-runes, lightweight material.</p>
|
||
|
||
<h4>Glowing</h4>
|
||
<p>You can make this item glow like a torch for about 1
|
||
hour.
|
||
Describe: Glowing fre-runes, a lantern that dangles
|
||
from a hook, a faint magical glow, a bundle of oily rags.</p>
|
||
|
||
<h4>Sealed</h4>
|
||
<p>This provides about 10 minutes air. Collaborate on how
|
||
you refresh the air supply.
|
||
Describe: Glowing life-runes or air-runes, an air bladder, pressured helmet, face mask with tubes.</p>
|
||
|
||
<h4>Useful</h4>
|
||
<p>This item also functions as a tool.
|
||
Describe: Getting extra functionality, using it the item
|
||
in a clever and unexpected way.
|
||
Tools: Whip serves as rope, pistol serves as flare gun, ax
|
||
cuts down trees without dulling or breaking.</p>
|
||
|
||
<h3>Interaction</h3>
|
||
|
||
<h4>Disguised</h4>
|
||
<p>This item looks like something else.
|
||
Describe: A hidden compartment, a decorative casing
|
||
that hides what it really is, a misleading paint job.
|
||
Disguises: Armor resembles normal clothes, sword hidden in a cane, gun resembles a musical instrument.</p>
|
||
|
||
<h4>Flashy</h4>
|
||
<p>This item is exceptionally eye-catching and fashionable.
|
||
People notice it, remember it, and talk about it.
|
||
Describe: Beautiful glittering gemstones, terrifying
|
||
barbs and spikes, glowing arcane runes, shining leather.</p>
|
||
|
||
<h4>Official</h4>
|
||
<p>This is an ofcial item of a certain organization. Others
|
||
recognize it as belonging to that organization.
|
||
Describe: Tabard, inscribed symbol, ofcial color patterns, recognizable crafsmanship, coat of arms.</p>
|
||
|
||
|
||
<h4>Ornamental</h4>
|
||
<p>This looks expensive, tasteful, and valuable. It’s worth
|
||
much more than normal on the market.
|
||
Describe: Socketed gemstones, beautiful fligree, expert
|
||
crafsmanship, gilded exterior, lovely sheen.</p>
|
||
|
||
<h4>Personalized</h4>
|
||
<p>Collaborate on special conditions the user has to meet
|
||
before using the item.
|
||
Describe: Saying the secret password, attuning to the
|
||
item’s spirit, completing the activation sequence.</p>
|
||
|
||
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-version20content">
|
||
<div class="sheet-NewHideableSection">
|
||
<input type="checkbox" class="sheet-hiddenSectionToggle" title="Good Tales, Bad Tales, Dramatic Tales" checked="checked" />
|
||
<div>
|
||
<p>In Tavern Tales, players have more control over the narrative than in traditional roleplaying games.
|
||
Tavern Tales operates on "Tales", a type of currency spent by describing what happens in the game world.
|
||
When a player rolls <span name="attr_lowerLimit"></span> or higher, they get a good tale. When they roll <span name="attr_upperLimit"></span> or less, they get a bad tale.
|
||
For rolls between <span name="attr_lowerLimit"></span> and <span name="attr_upperLimit"></span>, they get both a good and bad tale.</p>
|
||
<p>Players can also obtain "dramatic tales" in a number of ways:
|
||
<ul>
|
||
<li>choosing to accept a bad tale in lieu of rolling dice</li>
|
||
<li>choosing to forfeit their good tale in exchange for a bad tale</li>
|
||
<li>Doing something particularly cool, inspired, or impressive</li>
|
||
</ul>
|
||
</p>
|
||
<p>Dramatic Tales can be spent to fuel resources.</p>
|
||
|
||
</div>
|
||
</div>
|
||
<div class="sheet-NewHideableSection">
|
||
<input type="checkbox" class="sheet-hiddenSectionToggle" title="Conflict Resolution and Challenges" checked="checked" />
|
||
<div>
|
||
<h3>Simple Actions</h3>
|
||
<p>Any time a player character (PC) attempts something straightforward and quick, but where the result is uncertain or risky, decide whether the action is easy, normal, or difficult, then chooose the appropriate stat and make a dice roll.</p>
|
||
<p>Consult the Roll Results table, choose outcomes and tell the appropriate tales.</p>
|
||
<p></p>
|
||
<h3>Complex Challenges</h3>
|
||
<p>When players want to accomplish something long or complex, the GM may set up a "challenge track". This is a number of checkboxes which must be completed in order to complete the challenge. Typically, a good tale will be required in order to tick a checkbox.</p>
|
||
<h4>Delays, Detours, Shortcuts</h4>
|
||
<p>Your challenge isn't necessarily linear. It might be a braided, multi-threaded path. There will be detours, delays, and shortcuts, all depending on your actions.</p>
|
||
<h3>Risky, Audacious Actions</h3>
|
||
<p>Sometimes a character will find themselves in a situation where they have a unique opportunity to shortcut the challenge. In those cases, the GM may make the roll-difficulty one step harder, in exchange for the opportunity to knock off 3 ticks on the challenge track. Sometimes you need a hail mary.</p>
|
||
</div>
|
||
</div>
|
||
<div class="sheet-NewHideableSection">
|
||
<input type="checkbox" class="sheet-hiddenSectionToggle" title="Traits" checked="checked" />
|
||
<div>
|
||
<h3>Traits</h3>
|
||
<p>Traits can do any of the following:</p>
|
||
<ul>
|
||
<li>Grant a new ability that a human wouldn't otherwise have, tied to a dice roll.</li>
|
||
<li>Grant a new ability that a human wouldn't otherwise have, tied to a "resource" and a dice roll</li>
|
||
<li>Improve upon an otherwise normal human ability. These grant "bolster" to make the task easier, so your dice roll is increased.</li>
|
||
</ul>
|
||
|
||
<h3>Defenses</h3>
|
||
<p>Defenses from traits will grant an extra dice roll you can use after receiving a bad tale.</p>
|
||
<p>Any good tale from the result will prevent the damage or effect. Any bad tale will expire this resource.</p>
|
||
<p>As with all resources, collaborate with your group on the requirements for refreshing the resource.</p>
|
||
<p></p>
|
||
</div>
|
||
</div>
|
||
<div class="sheet-NewHideableSection">
|
||
<input type="checkbox" class="sheet-hiddenSectionToggle" title="Teaming Up" checked="checked" />
|
||
<div>
|
||
<h3>Bolstering</h3>
|
||
<p>Characters may spend their actions assisting each other, or otherwise improving their situation. This is called a bolster action. If you get a good tale as a result of a bolster action, you may "spend" your bolster on someone to increase their roll. A roll to bolster should generally be one step easier than a roll to directly attack the same challenge.</p>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
|
||
</div> <!-- sheet-pageTabPlayerGuideContent -->
|
||
|
||
<!--
|
||
|
||
|
||
.oooooo. ooo ooooo .oooooo. o8o .o8
|
||
d8P' `Y8b `88. .888' d8P' `Y8b `"' "888
|
||
888 888b d'888 888 oooo oooo oooo .oooo888 .ooooo.
|
||
888 8 Y88. .P 888 888 `888 `888 `888 d88' `888 d88' `88b
|
||
888 ooooo 8 `888' 888 888 ooooo 888 888 888 888 888 888ooo888
|
||
`88. .88' 8 Y 888 `88. .88' 888 888 888 888 888 888 .o
|
||
`Y8bood8P' o8o o888o `Y8bood8P' `V88V"V8P' o888o `Y8bod88P" `Y8bod8P'
|
||
|
||
-->
|
||
|
||
|
||
|
||
|
||
<div class="sheet-pageTabGMGuideContent">
|
||
|
||
<div class="sheet-version09content">
|
||
<div class="sheet-NewHideableSection">
|
||
<input type="checkbox" class="sheet-hiddenSectionToggle" title="Bestiary" checked="checked" />
|
||
<div>
|
||
<h4>Monster Qualities: Instincts, Attacks, and Weaknesses</h4>
|
||
<p>
|
||
</p><p>These three attributes describe how the monster behaves:
|
||
</p><p> An instinct represents the monster’s objectives. Instinct answers the question, “What does the monster want to do?”
|
||
</p><p> A trait represents what the monster is capable of doing. Traits answer the question, “How does the monster do it?”
|
||
</p><p> A weaknesses represents the monster’s vulnerabilities. Weaknesses answer the question, “How can the players overcome it?”
|
||
|
||
</p><p>Collectively, these 3 things are known as monster qualities.
|
||
</p>
|
||
|
||
<h4>Putting your own spin on monsters</h4>
|
||
<p>
|
||
</p><p>Monsters in Tavern Tales are somewhat vague and abstract. For example, a monster’s trait might read “Defend with magic: create walls of force, teleport to safety.” If you’re a GM who likes to think of monsters in an abstract way, then you can interpret “Defend with magic” however you like. If you’re a GM who prefers clear guidelines for your monsters, use “create walls of force, teleport to safety” as a starting point for the monster’s capabilities.
|
||
</p><p>Don’t worry too much about balance. The difficulty keywords should give you a general idea of how to design monster traits on the fly. For example, suppose that a monster normally rolls 3 damage dice. If you decide that it should breathe cone in a fire, then you might drop it down to 2 damage dice to balance it out. Alternatively, you might want to up it to 4 or 5 damage dice to really put your players on the ropes. Keep in mind that it’s generally safer to make monsters too weak rather than too strong. This strategy will give you a chance to better understand your players’ capabilities. From there, you can gradually increase your monsters’ power to provide fitting challenges.
|
||
</p>
|
||
|
||
<h4>How to use Weaknesses: Make your monsters explode in a rain of gore</h4>
|
||
<p>Monster weaknesses give you a fun, exciting way to spice up combat. Remind your players that many monsters have weaknesses, and exploiting those weaknesses can have huge rewards. As the GM, it’s up to you decide how much weaknesses hurt monsters. If a player triggers a monster’s weakness, does the player kill the monster outright? Deal extra damage? Cripple it in some way? Whatever the case, don’t be afraid to go big. For example, if a player discovers andexploits the weakness, “ Vulnerable belly,” feel free to tell the player, “Describe how you disembowel it,” or “You defeat the monster. Describe how.”
|
||
</p>
|
||
|
||
<h4>Monster damage</h4>
|
||
<p>A monster might read as having “2d-4d” damage. That means that it rolls 2 to 4 dice when it deals damage (the GM decides how many). The type of die depends on the situation. Melee attacks are d8 and ranged attacks are d6.
|
||
</p>
|
||
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="sheet-version10content">
|
||
<div class="sheet-NewHideableSection">
|
||
<input type="checkbox" class="sheet-hiddenSectionToggle" title="Bestiary" checked="checked" />
|
||
<div>
|
||
<h3>Combat: Monsters</h3>
|
||
|
||
<p>Monsters are combat-capable creatures that adventurers may encounter. Despite the term “monsters,” these creature’s aren’t necessarily evil or monstrous. They could become trusted allies, loyal minions, or fearless mounts. However, it’s much more likely that they will serve as deadly adversaries. Monsters are at the core of many adventures, providing the story with a suitable antagonist.</p>
|
||
|
||
<h4>Customizing Monsters</h4>
|
||
<p>Rather than providing detailed attributes for each monster, Tavern Tales encourages GMs to build their own monsters.</p>
|
||
|
||
<h4>Stats</h4>
|
||
<p>Monsters don’t roll dice, which means that they almost never use their stats. Therefore, you can ignore stats when you build your monster. Since players have to divide their XP between stats and traits, simply cut your monster’s XP in half. Spend half on traits, and ignore the other half—assume it’s being spent on stats.
|
||
</p><p>There is one big exception. If a player acquires a monster as a minion, that player can roll on behalf of that monster. If this happens, simply spend the monster’s remaining XP on stats.</p>
|
||
|
||
<h4>Extra Powerful Monsters</h4>
|
||
<p>You may want to create extra powerful monsters that can deal more damage, withstand extra hits, or use special abilities. Feel free to invent traits and go with whatever seems logical. Most monsters exist to die in RPGs anyway, so don’t sweat the details. However, new GMs typically lack a deep understanding of game balance, so they should generally avoid bending the rules. Run your players through a few fghts to get a feel for their capabilities before you throw them up against extremely powerful monsters</p>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="sheet-version20content">
|
||
<div class="sheet-NewHideableSection">
|
||
<input type="checkbox" class="sheet-hiddenSectionToggle" title="Challenges" checked="checked" />
|
||
|
||
<h3>Setting up encounters: Challenge Rating</h3>
|
||
<p>Add up the XP for all the active characters, then create monsters with combined XP equal to 1/2 that amount.</p>
|
||
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
|
||
|
||
</div> <!-- sheet-pageTabGMGuideContent -->
|
||
|
||
|
||
</div> <!-- sheet-TavernTalesSheetBody -->
|
||
|
||
</div> <!-- sheet-TavernTalesSystemContainer -->
|
||
|
||
<!--
|
||
|
||
|
||
o8o .
|
||
`"' .o8
|
||
.oooo.o .ooooo. oooo d8b oooo oo.ooooo. .o888oo
|
||
d88( "8 d88' `"Y8 `888""8P `888 888' `88b 888
|
||
`"Y88b. 888 888 888 888 888 888
|
||
o. )88b 888 .o8 888 888 888 888 888 .
|
||
8""888P' `Y8bod8P' d888b o888o 888bod8P' "888"
|
||
888
|
||
o888o
|
||
|
||
-->
|
||
|
||
|
||
<!-- Note regarding triangle numbers: (the sum of all numbers up to N) = N * (N+1)/2 -->
|
||
|
||
<script type="text/worker">
|
||
|
||
var autoCalculate;
|
||
|
||
var calcXPCost = function (value) {
|
||
return value * (Math.abs(value)+1)/2;
|
||
};
|
||
|
||
var updateTraitXPCost = function () {
|
||
// console.log("updating trait XP costs...");
|
||
var combatTraitsXPCost;
|
||
var interactionTraitsXPCost;
|
||
var explorationTraitsXPCost;
|
||
|
||
|
||
getSectionIDs("repeating_CombatTraits", function(idarray) {
|
||
var numCombatTraits = idarray.length;
|
||
combatTraitsXPCost = calcXPCost(numCombatTraits);
|
||
setAttrs({combatTraitsXPSpent: combatTraitsXPCost});
|
||
});
|
||
getSectionIDs("repeating_InteractionTraits", function(idarray) {
|
||
var numInteractionTraits = idarray.length;
|
||
interactionTraitsXPCost = calcXPCost(numInteractionTraits);
|
||
setAttrs({interactionTraitsXPSpent: interactionTraitsXPCost});
|
||
});
|
||
getSectionIDs("repeating_ExplorationTraits", function(idarray) {
|
||
var numExplorationTraits = idarray.length;
|
||
explorationTraitsXPCost = calcXPCost(numExplorationTraits);
|
||
setAttrs({explorationTraitsXPSpent: explorationTraitsXPCost});
|
||
});
|
||
getSectionIDs("repeating_GeneralTraits", function(idarray) {
|
||
var numGeneralTraits = idarray.length;
|
||
generalTraitsXPCost = calcXPCost(numGeneralTraits);
|
||
setAttrs({generalTraitsXPSpent: generalTraitsXPCost});
|
||
});
|
||
|
||
var totalTraitXPCost = combatTraitsXPCost + interactionTraitsXPCost + explorationTraitsXPCost;
|
||
// console.log("finished updating trait XP costs: " + totalTraitXPCost);
|
||
|
||
getAttrs(["combatTraitsXPSpent", "interactionTraitsXPSpent", "explorationTraitsXPSpent", "generalTraitsXPSpent"], function(values) {
|
||
var totalTraitXPCost = values.combatTraitsXPSpent + values.interactionTraitsXPSpent + values.explorationTraitsXPSpent + values.generalTraitsXPSpent;
|
||
setAttrs({totalTraitXPSpent: totalTraitXPCost});
|
||
});
|
||
|
||
};
|
||
|
||
var updateStatXPCost = function () {
|
||
getAttrs(["brawn", "mind", "finesse", "spirit"],function(values) {
|
||
// console.log("updating stat XP costs...");
|
||
// Stats
|
||
var BrawnXPCost = calcXPCost(values.brawn);
|
||
var FinesseXPCost = calcXPCost(values.finesse);
|
||
var MindXPCost = calcXPCost(values.mind);
|
||
var SpiritXPCost = calcXPCost(values.spirit);
|
||
var statXPCost = BrawnXPCost + FinesseXPCost + MindXPCost + SpiritXPCost;
|
||
console.log("Stat XP Cost: " + statXPCost);
|
||
setAttrs({statXPSpent: statXPCost});
|
||
console.log("finished updating stat XP costs.");
|
||
|
||
});
|
||
};
|
||
|
||
var updateTotalXPCost = function () {
|
||
getAttrs(["statXPSpent", "combatTraitsXPSpent", "interactionTraitsXPSpent", "explorationTraitsXPSpent", "generalTraitsXPSpent"], function(values) {
|
||
// console.log("updating total XP Cost...");
|
||
setAttrs({totalXPSpent: values.statXPSpent + values.combatTraitsXPSpent + values.interactionTraitsXPSpent + values.explorationTraitsXPSpent + values.generalTraitsXPSpent});
|
||
// console.log("finished updating total XP Cost.");
|
||
});
|
||
|
||
};
|
||
|
||
var updateAllXP = function () {
|
||
|
||
updateTraitXPCost();
|
||
updateStatXPCost();
|
||
// updateTotalXPCost();
|
||
|
||
};
|
||
|
||
on('sheet:opened',function() {
|
||
|
||
updateAllXP();
|
||
});
|
||
|
||
on("change:repeating_CombatTraits change:repeating_ExplorationTraits change:repeating_InteractionTraits change:repeating_GeneralTraits", function() {
|
||
// update all the traits
|
||
updateTraitXPCost();
|
||
});
|
||
|
||
on("change:brawn change:finesse change:mind change:spirit", function() {
|
||
// update all the traits
|
||
updateStatXPCost();
|
||
});
|
||
|
||
|
||
|
||
|
||
on("change:diceType", function() {
|
||
|
||
getAttrs(["diceType"], function(values) {
|
||
if (values.diceType == "3d20") {
|
||
setAttrs({
|
||
decreasedRollTemplate: "3d20kl1",
|
||
normalRollTemplate: "{3d20dl1}dh1",
|
||
increasedRollTemplate: "3d20kh1"
|
||
});
|
||
} else if (values.diceType == "2d10") {
|
||
setAttrs({
|
||
decreasedRollTemplate: "3d10kl2",
|
||
normalRollTemplate: "2d10",
|
||
increasedRollTemplate: "3d10kh2"
|
||
});
|
||
}
|
||
|
||
});
|
||
});
|
||
</script>
|
||
|
||
|
||
<!--
|
||
|
||
ooooooooo. oooo oooo
|
||
`888 `Y88. `888 `888
|
||
888 .d88' .ooooo. 888 888 .oooo.o
|
||
888ooo88P' d88' `88b 888 888 d88( "8
|
||
888`88b. 888 888 888 888 `"Y88b.
|
||
888 `88b. 888 888 888 888 o. )88b
|
||
o888o o888o `Y8bod8P' o888o o888o 8""888P'
|
||
|
||
-->
|
||
|
||
|
||
|
||
<rolltemplate class="sheet-rolltemplate-TTRoll">
|
||
<div class="sheet-rollContent">
|
||
{{#name}}
|
||
<div class="sheet-rollHeader">{{name}}</div>
|
||
{{/name}}
|
||
|
||
<div class="sheet-rollBody">
|
||
{{#rollDescription}}
|
||
<div class="sheet-rollDescription sheet-fineprint">{{characterName}} {{rollDescription}} for</div>
|
||
{{/rollDescription}}
|
||
|
||
{{#notes}}
|
||
<div class="sheet-rollNotes">"{{notes}}"</div>
|
||
{{/notes}}
|
||
|
||
|
||
{{#lowerLimit}}
|
||
<div class="sheet-rollLimits">Lower Margin: {{lowerLimit}}</div>
|
||
{{/lowerLimit}}
|
||
{{#upperLimit}}
|
||
<div class="sheet-rollLimits">Upper Margin: {{upperLimit}}</div>
|
||
{{/upperLimit}}
|
||
</div>
|
||
|
||
<div class="sheet-rollFooter">
|
||
|
||
{{#result}}
|
||
Result:
|
||
|
||
{{#rollLess() result lowerLimit}}
|
||
<span class="sheet-sadRollResult">{{result}} Bad</span>
|
||
{{/rollLess() result lowerLimit}}
|
||
|
||
{{#rollBetween() result lowerLimit upperLimit}}
|
||
<span class="sheet-exciting">{{result}}<br/> Good & Bad</span>
|
||
{{/rollBetween() result lowerLimit upperLimit}}
|
||
|
||
{{#rollGreater() result upperLimit}}
|
||
<span class="sheet-happyRollResult">{{result}} Good</span>
|
||
{{/rollGreater() result upperLimit}}
|
||
|
||
{{/result}}
|
||
</div>
|
||
</div>
|
||
</rolltemplate>
|
||
|
||
|