General Traits and Abilities

Traits and Abilities that anyone could acquire(Narrator permitting).

These Traits and Abilities can be acquired by anyone(Narrator permitting) and are a excellent avenue to character progression outside of species, archetype or multiclass options.

Traits

Skill Training

XP Cost: 1+ Prerequisites: None

Effect: Acquire a new Skill in which you are now considered to be Trained and gain your Training Bonus when using the chosen Skill’s Rolls.

  • The cost to acquire this Trait is increased by 1 for each skill You have Trained beyond you first. Ex. If you possess two trained skills the cost to acquire this Trait would be 1 XP. If you possess 4 trained skills the cost to acquire this Trait would be 3 XP.
  • This Trait may be acquired multiple times.
  • Your Narrator may rule that this XP cost is reduced or waived if you are trained by a professional or trainer in the chosen skill.

Weapon Training

XP Cost: 1+ Prerequisites: None

Effect: Acquire a new Weapon Type in which you are now considered to be Trained and gain your Training Bonus when making attacks with weapons of that type.

  • The cost to acquire this Trait is increased by 1 for each Weapon Training You have acquired beyond you first. Ex. If you possess two trained weapon types the cost to acquire this Trait would be 1 XP. If you possess 4 trained weapon types the cost to acquire this Trait would be 3 XP.
  • This Trait may be acquired multiple times.
  • Your Narrator may rule that this XP cost is reduced or waived if you are trained by a professional or trainer in the chosen weapon type.

Toolkit Training

XP Cost: 1+ Prerequisites: None

Effect: Acquire a new Toolkit Type in which you are now considered to be Trained and can use to make skill rolls that would otherwise be impossible.

  • The cost to acquire this Trait is increased by 1 for each Toolkit Training You have acquired beyond you first. Ex. If you possess two trained Toolkit types the cost to acquire this Trait would be 1 XP. If you possess 4 trained Toolkit types the cost to acquire this Trait would be 3 XP.
  • This Trait may be acquired multiple times.
  • Your Narrator may rule that this XP cost is reduced or waived if you are trained by a professional or trainer in the chosen Toolkit type.

Skill Monkey

XP Cost: 2 Prerequisites: None

Effect: You gain +1 to all Skill Rolls of the chosen Skill. Add the Bonus in your Misc. Column.

You may only Acquire Skill Monkey on any given Skill once per skill.

Skill Expertise 

XP Cost: 4 Prerequisites: Training in the same Skill

Effect: You gain +2 to all Skill Rolls of the chosen Skill. Add the Bonus in your Misc. Column.

You may only Acquire Skill Expertise on any given Skill once per skill.

Skill Specialty

XP Cost: 6 Prerequisites: Skill Expertise in the same Skill

Effect: Add an additional 1d4 to all Skill Rolls of the chosen Skill. Add the Bonus in your Attribute Notes Section.

You may only Acquire Skill Specialty on any given Skill once per skill.

Skill Mastery

XP Cost: 8 Prerequisites: Skill Specialty in the same Skill

Effect: Add a Destiny Die to all Skill Rolls of the chosen Skill. Add the Bonus in your Attribute Notes Section.

You may only Acquire Skill Mastery on any given Skill once per skill.

Improved Footwork

XP Cost: 2 Prerequisites: None

Effect: Gain Double the normal AC bonus when using the Dodge Action(+2 becomes +4).

Stable Footing

XP Cost: 2 Prerequisites: None

Effect: Gain +2 to the normal AC bonus when using the Defensive Stance Action(+4 becomes +6).

Weapon Expertise 

XP Cost: 4 Prerequisites: Training with the chosen weapon type

Effect: You gain +2 to all Attack Rolls made with the chosen Trained Weapon.

You must choose a specific weapon from the trained weapon type. Ex. Polearms are a Weapon Type, but a Longspear is a selectable weapon of that type.

You may only Acquire Weapon Expertise on any given weapon once.

Weapon Lethality

XP Cost: 4 Prerequisites: Training with the chosen weapon type

Effect: You gain +2 to all Damage Rolls made with the chosen Trained Weapon.

You must choose a specific weapon from the trained weapon type. Ex. Polearms are a Weapon Type, but a Longspear is a selectable weapon of that type.

You may only Acquire Weapon Lethality on any given weapon once.

Arcane Training

XP Cost: 3 Prerequisites: None

Either through natural talent, secret training, mana exposure or an enchanted artifact or trinket, you can now cast spells like a real mage. 

Effect: You gain the ability to cast Arcane Spells. Choose an Attribute Resource Pool(ARP) to draw your Mana: Stamina, Focus, Willpower, Brainstorms or Panache. 

You may now convert the chosen ARP to Mana for the purpose of casting your spells or activating your Arcane Abilities.

Acquire a number of Tier 1 Arcane Spells from any school equal to half the chosen ARP value(rounded up).

Learn New Tier I Arcane Spell

XP Cost: 1+ Prerequisites: Arcane Training

Effect: Acquire a single Tier I Arcane Spell from any School and permanently increase the cost to purchase this Trait by 1 XP.

Learn New Tier II Arcane Spell

XP Cost: 2+ Prerequisites: Arcane Training

Effect: Acquire a single Tier II Arcane Spell from any School and permanently increase the cost to purchase this Trait by 1 XP.

Learn New Tier III Arcane Spell

XP Cost: 3+ Prerequisites: Arcane Training

Effect: Acquire a single Tier III Arcane Spell from any School and permanently increase the cost to purchase this Trait by 1 XP.

Medium Armor Training

XP Cost: 2 Prerequisites: None

Effect: You can now equip and wear medium armors and gain their full benefits when doing so.

Heavy Armor Training

XP Cost: 4 Prerequisites: Medium Armor Training

Effect: You can now equip and wear heavy armors and gain their full benefits when doing so.

Shield Training

XP Cost: 2 Prerequisites: None

Effect: You can now equip and wear light shields and gain their full benefits when doing so.

Medium Shield Training

XP Cost: 3 Prerequisites: Shield Training

Effect: You can now equip and wear medium shields and gain their full benefits when doing so.

Heavy Shield Training

XP Cost: 4 Prerequisites: Medium Shield Training

Effect: You can now equip and wear heavy shields and gain their full benefits when doing so.

Abilities

Shield Bash

XP Cost: 2 Prerequisites: Shield Training

Effect: You may now use an Attack Action to Make a Shield Bash Attack using your equipped shield.

Shield Bash Attack: Roll 1d20 + your STR Modifier + your Training Bonus to Hit.

Hit: If you Hit you Deal:

  • 1d6 + 2(Light Shield)
  • 1d8 + 3 (Medium Shield)
  • 1d10 + 4 (Heavy Shield)

+ your STR Modifier Blunt Damage.

Miss: No Effect.

Critical Hit: Critical Hits on Large or smaller creatures forces them to Roll a Saving Throw to avoid being knocked prone. The DC is equal to the Attackers Maneuver Save DC.

Failure: Creatures that Fail the Saving Throw are Knocked Prone and Lose 1 Stamina.

Success: Creatures that Pass the Saving Throw are otherwise unaffected.

Pommel Bash

XP Cost: 2 Prerequisites: Weapon Training

Effect: You may now use an Attack Action to Make a Pommel Bash Attack using any equipped Melee Weapon with a handle or Pommel.

Pommel Bash Attack: Roll 1d20 + your STR Modifier + your Training Bonus to Hit.

Hit: If you Hit you Deal:

  • 1d4 + 2(Small Weapons)
  • 1d6 + 3 (Medium Weapons)
  • 1d8 + 4 (Heavy Weapons)

+ your STR Modifier Blunt or Non-Lethal Damage.

Miss: No Effect.

Critical Hit: Critical Hits on Large or smaller creatures forces them to Roll a Saving Throw to avoid being Dazed. The DC is equal to the Attackers Maneuver Save DC.

Failure: Creatures that Fail the Saving Throw suffer from the Dazed Condition until the end of their next turn.

Success: Creatures that Pass the Saving Throw are otherwise unaffected.