Trait |
Cost |
Description |
Flaw |
Cost |
Description |
Magically Resistant |
3 |
+15% magic resist |
Susceptible To Magic |
-3 |
-15% magic resist |
Mentally Fortified |
3 |
+15% mental resist |
Mentally Frail |
-3 |
-15% mental resist |
Poison Resistant |
3 |
+15% poison resist |
Poison Intolerant |
-3 |
-15% poison resist |
Magic Talent |
3 |
+20% focus |
Magically Inept |
-3 |
-20% focus |
Robust |
3 |
+15% health and stamina |
Fragile |
-3 |
-15% health and stamina |
Hearty |
3 |
Takes 10% less physical/elemental damage |
Brittle-Boned |
-3 |
Takes 10% more physical/elemental damage |
Mighty |
2 |
+10 max strength, -1 strength cost |
Feeble |
-2 |
-10 max strength, +1 strength cost |
Balanced |
2 |
+10 max agility, -1 agility cost |
Clumsy |
-2 |
-10 max agility, +1 agility cost |
Deft |
2 |
+10 max coordination, -1 coordination cost |
Uncoordinated |
-2 |
-10 max coordination, +1 coordination cost |
Brilliant |
2 |
+10 max intellect, -1 intellect cost |
Befuddled |
-2 |
-10 max intellect, +1 intellect cost |
Willed |
2 |
+10 max mentality, -1 mentality cost |
Weak-minded |
-2 |
-10 max mentality +1 mentality cost |
Keen Sight |
2 |
+10 max perception, -1 perception cost |
Poor Eyesight |
-2 |
-10 max perception, +1 perception cost |
Charismatic |
2 |
+10 max charisma, -1 charisma cost |
Unattractive |
-2 |
-10 max charisma, +1 charisma cost |
Fast Healer |
2 |
Faster bio-regeneration rate |
Slow Healer |
-2 |
Slower bio-regeneration rate |
Pioneer's Spirit |
2 |
+10% climbing, swimming |
Unadventurous |
-2 |
-10% climbing, swimming |
Natural-Born Fighter |
2 |
+5% evasion, parry, shield use |
Pacifist |
-2 |
-5% evasion, parry, shield use |
Lucky |
1 |
Find extra treasure from hunting |
Unlucky |
-1 |
Find less treasure from hunting |
Quick Recovery |
1 |
Stuns are shorter |
Dazed |
-1 |
Stuns last longer |
Enduring Sight |
1 |
Magic/mental blindness powers always fail |
Atrophied Eyes |
-1 |
No resistance at all to magic/mental blindness |
Endure Elements |
1 |
Elemental damage -10% |
Fear Elements |
-1 |
Elemental damage +10% |
Fortunate Mutation |
1 |
Potions 25% more effective |
Genetic Flaw |
-1 |
Potions 25% less effective |
Resilience |
1 |
Combat hits suffered are -10% chance critical |
Bloodgiver |
-1 |
Combat hits suffered are +10% chance critical |
Equilibrium |
1 |
+1 max possible balance |
Accident Prone |
-1 |
-1 max possible balance |
Sentinel |
1 |
+10% streetwise, tracking |
Oblivious |
-1 |
-10% streetwise, tracking |
Rugged |
1 |
Encumbrance maximum +15% |
Weak Back |
-1 |
Encumbrance maximum -15% |
Racial Traits |
Cost |
Description |
Racial Flaws |
Cost |
Description |
Sala'Reivaa's
Blessing (Alteri) |
5 |
Learn 1 extra spell & psi power, +10%
focus, innate sense danger ability. |
The Loshei's Bane (Alteri) |
-5 |
-25% focus, -35% stamina |
Ekoe's Embrace (Eolai) |
5 |
Chance to miraculously survive great
damage, 10% less chance to be struck by critical hits |
Branded As Ilafaish Fanatic
(Eolai) |
-5 |
Shop / healing costs +20%, -10% streetwise
and persuasion skills |
High Birth (Human) |
5 |
+5 charisma, intellect,
mentality, +15 max possible intellect and mentality |
Poor
Bloodline (Human) |
-5 |
Experience pool 50%
smaller |
Ki Rturil Blood Rite (Darju) |
5 |
-50% bloodloss, -25%
poison damage, +5% inflict critical hit |
Gemrem's
Gaze (Darju) |
-5 |
Randomly afflicted by
Gemrem's Insanity, -10% mental resistance |
Moshan Pako Ritual (Jaddan) |
5 |
+10% physical / +25%
elemental resistance |
Runn Puhn's
Affliction (Jaddan) |
-5 |
-35% elemental
resistance, -10% physical resistance |
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Trait Notes: |
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- No
more than five total traits may be selected.
Any number of flaws may be selected. |
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Traits may only be selected if sufficient points are available. |
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- Each
player will have no points until flaws are chosen to "earn" usable
points. |
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- Opposing flaws may not be chosen with the
corresponding trait. For example, one
cannot be both lucky and unlucky. |
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- Both
one's racial trait and flaw may be selected at the same time if desired. |
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Traits and flaws particular to a race may only be selected by that race. |
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- In some cases, damage resistances may not
"stack" with other forms of resistance such as spells as no
resistance can exceed 80% |
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- Existing characters choosing traits and
flaws may be permitted to retrain their stats (but not skills). |
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- All other bonuses do stack with
profession and race bonuses, as well as spells and other beneficial effects. |
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