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% |