OOC: System
GAIN TRAIT POINTS
A list of detrimental traits that give you extra trait points.
Allergic
Gain: 3
You have a severe allergic reaction to an uncommon, specific food, plant, or animal. Roll 1d4 when exposed. On a 1, your allergies could be fatal and you require immediate medical attention, followed by feverish bedrest for days if you survive. On 2-3, you experience dizziness and fever until you spend one day resting to sleep it off. On 4, you simply get a dizzy spell, collapsing and suffering minor nausea for a few minutes, before full recovery. During any fevers and dizzy spells caused by allergies, you are incapable of combat, fine motor skills, and navigation, and may experience hallucinations.
Each point adds: After the first point, penalty to the 1d4 roll
Brittle Bones
Gain: 3
When entering melee combat, roll 1d5. On a 1, a bone breaks. If a bone breaks, roll 1d10. On 1, a crucial bone breaks (e.g. an arm, three ribs). On 2-3, an important bone breaks (e.g. ankle, a single rib). On 4-5, a minor bone breaks (e.g. finger, nose). On 6-8, an important bone fractures but does not break. On 9-10, a minor bone fractures and does not break.
Each point adds: After the first point, –1.5 (rounded down) penalty to the 1d10 roll
Prereqs: Can’t have Fisticuffs, Hard Hitter, or Strong Back
Brutally Honest
Gain: 1
You are compelled to tell the truth and are a terrible liar. This applies to all verbal communication, but not body language or writing. For disguises, you receive no penalty unless you are saying something that you know would be a lie from person you are impersonating.
Each point adds: A penalty to lying or trying to avoid giving a truthful statement or reply
Prereqs: Can’t have Silver Tongue or Dramatic Presence
Clumsy
Gain: 2
Stacks with Sea Legs and Land Lubber. May be due to a wide variety of causes including alcohol dependency, past injury, natural clumsiness, or social awkwardness.
Each point adds: A –1.5 (rounded up) penalty to balance checks and a –2 penalty to dancing
Prereqs: Can’t have Graceful
(A Tad) Cocky
Gain: 1
You overestimate yourself. Pick one strength costing 2 points that you DO NOT HAVE. You think and act as though you have that strength, even though you don’t.
Prereqs: You may not already have the strength you chose and cannot later obtain it
(Very) Cocky
Gain: 3
You overestimate yourself. Pick one strength costing 3 or more points that you DO NOT HAVE. You think and act as though you have that strength, even though you don’t.
Prereqs: You may not already have the strength you chose and cannot later obtain it
Compulsive Gambler
Gain: 4
Start your equipment buy with §50 instead of §200. Your pride prevents you from accepting gifts or discounted items from other players. Your share of loot is reduced by 30%, with the amount deducted distributed evenly amongst the other players.
Prereqs: Can’t have Card Shark, Hand to Mouth or Silver Spoon
Deep Sleeper
Gain: 1
You are very difficult to wake.
Each point adds: A penalty to checks for waking up before you would have woken up naturally
Dependent
Gain: 8
A dependent is a legal minor or inexperienced adult ward who follows you around and relies on your guidance and protection. They are played by the GM as NPCs. Dependents cannot use two-handed weapons. In the long run, a dependent can be trained for combat or social assistance. Scroll to the bottom for details.
Failure: If the dependent dies, gets seriously injured, or gets involuntarily separated from you on your watch, severe consequences result
Every point adds: A penalty to any of the dependent’s unarmed attacks; a –3 penalty to the dependent’s armed attacks
Disoriented
Gain: 2
You have a decent chance of getting lost. Maybe you’re having bad flashbacks, maybe you’re thinking about something other than where you’re going, and maybe you’re tripping balls.
Every point adds: A penalty for navigating correctly and reading maps, esp. in dim lighting; a greater likelihood of getting lost and separated from the group
Draft Dodger
Gain: 4
Either through corruption or evasion, you have thus far successfully postponed your enlistment in an ongoing war in an area of your choice for several years. If you set foot in that area, you must keep a low profile, for military authorities are hunting you.
Every point adds: A –2 penalty to passing as a fourth or third-tier citizen of a City when you produce your papers; an increased likelihood that you will be hunted down
Prereqs: Can’t have Goose Step, Knows Many Soldiers, or Military Tactics.
Special: If you are from the Wastes and chose the Wanted trait, you must be wanted for an additional offense other than draft dodging
Farsighted (–)
Gain: 1
Every point adds: A penalty for examining/noticing nearby objects
Prereqs: Can’t have Nearsighted (+/–)
Gilded (–)
Gain: 1
What you perceive as refinement, others see as affectation and vanity.
Every point adds: A –2 penalty to any social rolls with someone in the fifth or fourth tier; a –1 penalty to any social rolls with someone in the third tier
Prereqs: Cannot have Homespun (+/–)
Gullible
Gain: 1
You are very easy to deceive. Maybe you’re trusting, maybe you don’t get out much, or maybe you’re just not that bright.
Each point adds: A penalty to resisting and noticing deception
Hand to Mouth
Gain: 1
Start your equipment buy with §50 instead of §200. Your pride prevents you from accepting gifts or discounted items from other players.
Prereqs: Can’t have Card Shark, Compulsive Gambler or Silver Spoon
Heavyweight
Gain: 3
May be due to a wide variety of causes including muscle mass, chubbiness, or your refusal to let go of all the small bags of coin tucked into your pockets even if your life depended on it.
Each point adds: A penalty to climbing, dancing, sprinting, moving silently, and fleeing checks
Prereqs: Can’t have Graceful
Homespun (–)
Gain: 1
What you perceive as down-to-earth, others see as vulgar and unclean.
Every point adds: A –2 penalty to any social rolls with someone in the first or second tier; a –1 penalty to any social rolls with someone in the third tier
Prereqs: Cannot have Gilded (+/–)
Hypochondria
Gain: 1
No one takes you seriously when you say you are sick. They suspect you are once again crying wolf.
Prereqs: Can’t have Pharmacist or Surgeon
Illiterate
Gain: 1
You cannot read and write.
Every point adds: a penalty to checks for knowledge that you could only have learned from a book; a penalty to library research
Prereqs: Can’t have Well Read
Indebted
Gain: 4
A good chunk of your earnings goes back to paying back loans, plus interest. The GM rolls 2d5 x100 to determine the amount of your debts AFTER you have put trait points into it during creation. 70% of your loot goes towards paying off your loans. Your pride prevents you from accepting gifts from other players.
Every point adds: After the first point, an increase to the interest on your loans due to several missed payments, increasing your total debts by 50%
Land Lubber
Gain: 1
Stacks with Clumsy.
Each point adds: A –1.5 (rounded up) penalty to balance checks on airships or ships on water and a –2 penalty to dancing on board
Prereqs: Can’t have Graceful
Limp
Gain: 2
Every point adds: A penalty to attacks made within a 20 foot range
Prereqs: Can’t have Hard Hitter or Fisticuffs
Greedy
Gain: 2
Every point adds: A –2 penalty to refusing bribes or turning down an opportunity to make a profit at someone else’s expense
Magpie
Gain: 2
Every time you have an opportunity to enter a shop, roll 1d4. On 1, you cannot withstand the temptation to steal and roll 1d10. On 1-3, you steal a valuable item and get caught. On 4-7, you steal a cheap item and get caught. On 8-9, you steal a cheap item and get away with it. On 10, you steal a valuable item and get away with it. For now. (A PC getting caught will start a side quest where the captured PC/s and the rest of the crew must work to reunite.)
Every point adds: After the first point, a penalty to your 1d4 roll
Special: Each time you use/trigger the Magpie trait repeatedly in the same city or settlement, you may be recognized and suffer a stacking –1 penalty to your 1d10 roll. As people’s memories fade, these penalties go down to zero 3 months after your last use/trigger of the Magpie trait in that city or settlement.
Nearsighted (–)
Gain: 1
Every point adds: A penalty for examining/noticing distant objects
Prereqs: Can’t have Farsighted (+/–)
Odd Mutation
Gain: 4
You suffer from an odd minor mutation that is not so easily hidden, such as a six-fingered hand, an unnaturally glowing eye, webbed fingers, a benign tumor on your neck, or hypertrichosis (excessive, shaggy facial and body hair). In a location outside the Wastes or the Undertrove, people who discover your mutation may ostracize or persecute you. In general, Phoenicians will hunt you down if you stray too close to an altar.
Every point adds: A –1.5 (rounded up) penalty to attempts to charm people, disguise yourself, or appear forgettable; an increased likelihood of being hunted by Phoenicians
Phobia
Gain: 1
Due to a wartime or otherwise traumatic experience described in your history, you have an irrational and overpowering phobia of something specific, such as snakes or cramped spaces. Encountering this terror, or something very much like it, triggers a panic attack.
Every point adds: A penalty to the time it takes you to recover from your panic attack, and/or your efforts to overcome it
Special: If you are from the Wastes and chose the Agoraphobia trait, you must be have an additional phobia other than agoraphobia
Remittances
Gain: 3
You send a good chunk of your earnings back home to your family. Deduct 30% of your loot.
Every point adds: After the first point, deduct an additional 20% of your loot
Savior Complex
Gain: 3
You’re overprotective and can’t help but intervene to protect others, even at your own expense or at the expense of your party.
Every point adds: A –2 penalty for ignoring or resisting a call for help or support
Scarred Face (–)
Gain: 2
You have a large and frightening scar, burn, or chemical corrosion on your face.
Every point adds: A –1 penalty to attempts to charm people or appear forgettable
Prereqs: Can’t have Dramatic Presence
Sea Legs
Gain: 1
Stacks with Clumsy.
Each point adds: A –1.5 (rounded up) penalty to balance checks on land and a –2 penalty to dancing on stable ground
Prereqs: Can’t have Graceful
Shoddy Fake Papers
Gain: 2
Trade in your decent fake paperwork for a shoddier version. Whereas decent fake papers require you to roll 1d20 to determine if you will get caught at customs on a 1, shoddy fake papers increase this chance to 1d10. (A PC getting caught will start a side quest where the captured PC/s and the rest of the crew must work to reunite.) You need fancy fake papers to pass as a second- or first-tier citizen.
Every point adds: A penalty to passing as a fourth or third-tier citizen of a City when you produce your papers
Prereqs: Can’t have decent fake papers
Thrill Chaser (–)
Gain: 2
You’re addicted to danger. When deciding whether to pursue a seriously dangerous or risky situation, roll 1d5. On 1, you are compelled to ignore opportunities to escape or deescalate the danger, against your better judgment.
Each point adds: After the first point, a –1.5 (rounded down) penalty to the 1d5 roll
Weak Back
Gain: 2
Every point adds: –25% to your maximum encumbrance
Prereqs: Can’t have Strong Back
Weak Immune System
Gain: 1
You are more likely to get sick.
Every point adds: A penalty to attempts to avoid or overcome infection, once exposed to a disease agent
Prereqs: Can’t have Strong Immune System