> NOW ACCESSING 'GETTING STARTED: TRAITS AND FLAWS'...

> ...

> PLEASE SELECT FROM THE FOLLOWING OPTIONS...


Type SELECT TRAITS in-game to enter the Traits and Flaws System and review their application. The Traits and Flaws System is completely optional. It is not necessary to choose traits and flaws to advance or fully enjoy your experience in Haelrahv. You will get along just fine without them, if you so choose. Also, it is not necessary to jump right into the Traits and Flaws System as soon as you begin play. You may initiate the system at any point in your career; however, if you choose traits and flaws after you have trained any skills or stats, you will need to return to your trainers and learn your lessons all over again. Thus it is recommended that you choose your traits and flaws before visiting the trainers. Once traits and flaws are selected and saved, and you exit the System, you cannot go back into it to change or remove them. You are stuck with your choices for the life of your character or until which point you choose to reallocate your experience. A complete listing and explanation of each trait and flaw available can be found toward the end of this document.

Traits give bonuses to your character in stat training and skill ability, and can even determine how lucky you are at finding treasure while hunting. There are also traits that pertain to areas of interest geared specifically to your race. You can make your life as a Technician easier by choosing traits that will improve the skills you use often and make it easier to train the stats that you will come to rely on the most. Certain traits, when selected, can also offset any racial disadvantages you may have to certain statistics. You can choose up to 5 traits for your character. Each trait you choose costs anywhere from one to five points. You earn these points by first selecting flaws.

Flaws are the opposite of traits and give penalties to your character in stat training and skill ability, and can mean you will be less likely to find good treasure while hunting. Why would you want to hinder the advancement of your character? Remember that the Traits and Flaws System is one of balance. To gain something, you must give something up. While flaws may slow your character down in certain areas, if you take them to heart they can be a great tool toward the development of your character in terms of roleplaying. For instance, a Technician who distrusts the arcane arts may choose the Susceptible to Magic flaw to illustrate that her distrust stems from the fact that magic spells have a greater effect on her, for better or worse. Or a player who chooses the Unadventurous flaw may roleplay his Technician as a city boy who rarely, if ever, ventures into the wild. Choosing interesting flaws and then roleplaying them makes for fascinating multi-dimensional characters that are fun for everyone to interact with and fun for you to play. "You may choose as many flaws for your character as you like."




Trait Name   Cost   Description
Lucky                              1 Find extra treasure from hunting
Quick Recovery 1 Stuns are shorter in duration
Enduring Sight 1 Magical/psionic blindness powers always fail
Endure Elements 1 Elemental damage reduced by 10%
Fortunate Mutation 1 Potions are 25% more effective when consumed
Resilience 1 Combat hits suffered are 10% less likely to be critical
Equilibrium 1 +1 maximum possible balance
Sentinel 1 +10% streetwise and tracking skill
Rugged 1 Encumbrance maximum increased by 15%
Mighty 2 +10 max strength, -1 strength training cost
Balanced 2 +10 max agility, -1 agility training cost
Deft 2 +10 max coordination, -1 coordination training cost
Brilliant 2 +10 max intellect, -1 intellect training cost
Willed 2 +10 max mentality, -1 mentality training cost
Keen Sight 2 +10 max perception, -1 perception training cost
Charismatic 2 +10 max charisma, -1 charisma training cost
Fast Healer 2 Faster bio-regeneration rate
Pioneer's Spirit 2 +10% climbing and swimming skill
Natural-Born Fighter 2 +5% evasion, parry, and shield use skill
Magically Resistant 3 +15% magic resistance
Mentally Fortified 3 +15% mental resistance
Poison Resistant 3 +15% poison resistance
Magic Talent 3 +20% focus
Robust 3 +15% health and stamina
Hearty 3 Physical and elemental damage reduced by 10%
Flaw Name Cost   Description
Susceptible To Magic  -3 -15% magic resistance
Mentally Frail -3 -15% mental resistance
Poison Intolerant -3 -15% poison resistance
Magically Inept -3 -20% focus
Fragile -3 -15% health and stamina
Brittle-Boned -3 Sustain 10% more physical and elemental damage
Feeble -2 -10 max strength, +1 strength training cost
Clumsy -2 -10 max agility, +1 agility training cost
Uncoordinated -2 -10 max coordination, +1 coordination training cost
Befuddled -2 -10 max intellect, +1 intellect training cost
Weak-minded -2 -10 max mentality, +1 mentality training cost
Poor Eyesight -2 -10 max perception, +1 perception training cost
Unattractive -2 -10 max charisma, +1 charisma training cost
Slow Healer -2 Slower bio-regeneration rate
Unadventurous -2 -10% climbing and swimming skill
Pacifist -2 -5% evasion, parry, and shield use skill
Unlucky -1 Find less treasure from hunting
Dazed -1 Stun durations increased
Atrophied Eyes -1 No resistance at all to magical/psionic blindness
Fear Elements -1 Elemental damage increased by 10%
Genetic Flaw -1 Potions are 25% less effective
Bloodgiver -1 Combat hits suffered are 10% more likely to be critical
Accident Prone -1  -1 maximum possible balance
Oblivious -1 -10% streetwise and tracking skill
Weak Back -1 Encumbrance maximum decreased by 15%
Racial Traits Cost Description
High Birth (Human) 5 +5 charisma, intellect, and mentality, +15 maximum possible intellect and mentality
Sala'Reivaa's Blessing (Alteri)  5 -20% spell and psi power failure rate; +10% focus, innate sense danger ability
Ki Rturil Blood Rite (Darju)    5  -50% blood loss damage; -25% poison damage, +5% chance to critical strike
Ekoe's Embrace (Eolai) 5 Sometimes able to miraculously survive great injury, 10% less likely to be struck by critical hits
Moshan Pako Ritual  (Jaddan) 5 +10% physical damage / +25% elemental damage resistance
Racial Flaws Cost Description
Poor Bloodline  (Human) -5 Experience pool 50% smaller
The Loshei's Bane (Alteri) -5 -25% maximum focus, -35% maximum stamina
Gemrem's Gaze (Darju) -5 Randomly afflicted with the effects of Gemrem's Curse, -10% mental resistance
Branded As An Ilafaish Fanatic (Eolai) -5 20% higher shop and healing costs, -10% to streetwise and persuasion skills
Runn Puhn's Affliction  (Jaddan) -5    Elemental damage increased by 35%



Written By:
Zap Foster