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Middle Earth Action! Traits

About Traits

Any time a situation occurs in a game that is covered by a character's trait, it automatically comes into play and will affect the character, influencing his behavior or actions, or otherwise limiting or expanding that character's choice of actions.

It is important to note that not all Traits may be appropriate for all game settings. The GM should decide which Traits will be allowed in his or her game before the players create their characters.

There are two basic types of traits: Advantages and Disadvantages.

Advantages

Advantages provide some benefit to the character in the game and thus cost points to "purchase" when the character is created.

Many Advantages have a mixture of positive and negative effects on the character, and this should be reflected in game play. For example, a character who is wealthy and well-connected can enjoy those benefits easily enough, but he is likely to attract bandits and thieves, who might want some (or all) of that money for their own. It is up to the GM to weigh the pros and cons of each benefit and, in the appropriate game circumstances, introduce them to the game.

Advantages cost 2, 5, or 10 points. These are bought during character creation when an Advantage is selected, using Character Points. The point cost of an Advantage is determined by its usefulness or level of benefit to the character in the game. A convenience, impacting or benefiting the character slightly or providing a bonus of +3 to one or more skill rolls (see Using Skills), costs 2 points. An edge, having a moderate to strong impact on a character or providing a bonus of +6 to one or more skill rolls, costs 5 points. A gift, which has a significant positive impact on the character or provides a bonus of +9 to one or more skill rolls, costs 10 points.

Description Cost Effect
Convenience 2 points Slight; +3 on one or more skill rolls
Edge 5 points Moderate-strong; +6 on one or more skill rolls
Gift 10 points Significant; +9 to one or more skill rolls

Disadvantages

Disadvantages are situations or conditions -- psychological, physical, social or spiritual -- that present obstacles or hindrances to the character. Like Advantages, many Disadvantages have a mixture of positive and negative effects on the character, and this should be reflected in game play. It is up to the GM to weigh the pros and cons of each Disadvantage and, under the appropriate game circumstances, introduce them to the game.

Because Disadvantages provide obstacles or hindrances to the character during play, they provide points rather than costing points. Disadvantages are worth 2, 5 or 10 points to the character. These are gained during character creation when a challenging trait is selected. These extra points may be spent just like regular character points -- to buy or increase skills, buy Advantages or to increase an attribute (as long as the rules for maximum starting levels are adhered to).

Severity or impact on the character in the game determines the number of points gained for a challenging trait. An inconvenience, impacting or hindering the character slightly or incurring a penalty of -3 to one or more skill rolls (see Using Skills), is worth 2 points. A hardship, having a moderate to strong impact on a character or incurring a penalty of -6 to one or more skill rolls, is worth 5 points. A peril, which has a significant or severe impact on the character or incurs a penalty of -9 to one or more skill rolls, is worth 10 points.

Description Value Effect
Inconvenience 2 points Slight; CS 5; -3 to one or more skill rolls
Hardship 5 points Moderate-strong; CS 10; -6 to one or more skill rolls
Peril 10 points Significant (e.g., impossible task); CS 15; -9 to one or more skill rolls

Control Rolls

Some Disadvantages (such as mental and some social traits) have a score associated with them. This is the Control Score (or CS) for the trait. This is the target number that the player must match for the character to overcome the trait if/when it comes up during play. If a player wants his character to do something that contradicts the limits described for the trait, the player must make a control roll for the trait. The higher the control number, the more difficult it is for the character to control or overcome the trait.

To make a control roll, the player rolls 3d6. The roll must be equal to or greater than the control score for the trait.

The control score for inconveniences is 5. The control score for hardships is 10. The control score for perils is 15.

Level of Disadvantage Control Score
Inconvenience 5
Hardship 10
Peril 15

Buying Traits

Advantages are purchased with the pool of Character Points available for skills (see Buying Skills) or with Experience Points (with GM's permission). The cost (for Advantages) or the value (points gained for Disadvantages) is listed in the description of each.

Characters can buy innate traits only during character creation, except with the permission of the GM.

Detailed description of each trait are listed below. Guidelines for creating new Traits for your game are outlined at the end of the trait descriptions.

Advantages

Acute Sense

One of the character's senses is sharper than normal and receives a bonus on all Awareness skill rolls, as well as other skill rolls involving that sense (GM's discretion). This Trait may be purchased for each of the following senses -- hearing, sight, smell/taste (counts as one sense), and touch.

The character's bonus to skill rolls involving the acute sense is:

Convenience (2): +3
Edge (5): +6
Gift (10): +9

Ally

Allies are people or forces that are willing to aid, defend or otherwise assist the character. An ally can be an individual (such as a contact within an organization, confidential informant, and so on), a small group, or even an entire nation. The ally should make sense for the game campaign or story, however. The player should also define the origin or basis for the ally, even if the character himself is unaware of it (roleplaying a "surprise discovery" of one's ally and/or the reasons for them being the character's ally can make for a dramatic moment in a game).

An ally should show up only when requested or when needed (GM's discretion). If the character calls upon the ally in advance, the ally will provide whatever assistance he can. No roll is necessary; if aid is requested and the ally can provide it, he will. This aid may be in the form of financial assistance, special equipment, or direct assistance from the ally personally.

Overall, your ally is:

Convenience (2): less powerful than you, able to provide minor assistance, or is limited to a relatively small geographic area
Edge (5): as powerful as you, able to provide moderate assistance, or is limited to a county, province, or region
Gift (10): more powerful than you, able to provide major assistance, or has access to powerful weapons, supernatural abilities, or other resources

Ambidextrous

Using your off hand normally incurs a -3 penalty to the character's skill roll (see Off Handed). Ambidextrous characters can use the off hand with a reduced penalty or no penalty at all, depending on the level of the trait.

The character is able to use his off hand at:

Convenience (2): only a -1 penalty
Edge (5): no penalty

Animal Speech

The character can talk to animals.

The character is able to use his off hand at:

Convenience (2): can speak to a specific animal type (i.e. Northern thrushes)
Edge (5): can speak to a family of animals (i.e. birds of prey, dogs)
Gift (10): can speak to the language of any animal

Attractive

The character is exceptionally attractive and others take notice, to the character's advantage. An attractive person receives a bonus on all skill rolls involving situations in which his or her feature is important (GM's discretion).

This is a developed trait by default, because people can alter their features through their life -- either through magic, surgery, exercise, change of health, etc. This Trait may also could be ruled an innate trait in some settings or genres, at the GM's discretion. In addition, this trait could impose a penalty to skill rolls in certain situations, such as interaction with individuals or races that find the feature unappealing, at the GM's discretion.

The character's bonus to skill rolls involving situations in which his/her appearance is important is:

Convenience (2): Exceptional, +3
Edge (5): Legendary, +6

Cool Headed

The character keeps a cool head under moments of stress or intense emotion. Under such circumstances, the character receives a bonus to offset any penalties or increased difficulty for any skill rolls due to stress, distraction, or intense emotions such as anger or fear. The level of the trait dictates the bonus provided the character.

The bonus the character receives is:

Convenience (2): +3
Edge (5): +6
Gift (10): +9

Danger Sense

The character has a preternatural sense of danger to themselves only. This can represent a mystic sense, street smarts, zanshin, or whatever the player wants it to represent. Whenever that character is in immediate danger, the GM makes a secret WIL + Intuition roll for that character. The difficulty of the roll depends on the level of the trait. If the roll is successful, the character becomes aware of the danger, though some details may remain a mystery. Once aware of the danger, the character gets one free turn to perform one or more actions and has no penalty for surprise.

If the effect number of the character's WIL+ Intuition roll is 6 or higher, the character knows the precise direction and the general distance of the threat. If the effect number is 12 or more, the character knows the precise distance and nature of the threat.

The difficulty and target number needed for the character to sense danger is:

Convenience (2): Challenging (TN 18)
Edge (5): Tricky (TN 15)
Gift (10): Average (TN 12)

Eidetic Memory

The character has a near-"photographic memory" and retains much more information than the average person. The character rarely forgets anything he sees, hears, or reads. In addition, the character receives a bonus on any skill rolls involving memory (at GM's discretion).

The character can recall:

Convenience (2): important details; +3 bonus to appropriate skill rolls
Edge (5): minor details; +6 bonus to appropriate skill rolls
Gift (10): trivial details; +9 bonus to appropriate skill rolls

Famous

The character has gained fame for some notable deed or deeds. People tend to recognize any famous person when they see him or when they hear the name. Most people go out of their way to curry favor with the famous or to avoid getting on their bad side.

A character may be famous for something he did or did not do. A reputation, once earned, can be difficult to shed, regardless of its accuracy.

The level and effects of the character's fame depend on the level of the trait. The chance of someone not recognizing the character on sight (or upon hearing his name) is equal to the Control Score.

Note that this is a reputation for the individual character, not for their association with a notable group.

While the King's Musketeers in France are always recognized as such when they wear the uniform, they are not known as individuals unless they gain a reputation for particularly notable deeds as individuals (e.g., this man is a Musketeer but that man is Athos!).

The player should jot down (or at least have in mind) the reason for the character's fame. The specific effects of Famous are open to interpretation by the GM, and require some discretion.

A character who has gained fame for defending the weak and downtrodden will receive a bonus to Social skill rolls when dealing with commoners but may incur a penalty when dealing with corrupt officials or other bad guys. On the other hand, such a hero's fame could also result in a bonus to Social skill rolls when dealing with criminals or corrupt officials if the hero is trying to intimidate them because they fear him! Once again, application of this trait requires a dose of common sense.

The Famous trait can be a double-edged sword, but as a rule it is predominantly positive.

The character is:

Convenience (2): a local celebrity, gaining a +3 bonus (or a -3 penalty, depending on the circumstances) to Social skill rolls when he is recognized
Edge (5): a national celebrity, gaining a +6 bonus (or a -6 penalty) to Social skill rolls when he is recognized
Gift (10): an international (or intergalactic) celebrity, gaining a +9 bonus (or a -9 penalty) to Social skill rolls when he is recognized

Fast Healer

The character heals more quickly than normal. Determine the normal rate of healing for the game (see Healing), and then apply the modifier listed for the appropriate level of the trait. For example, if characters normally heal a number of points of damage equal to their HLT every month, then a character with this trait at the Edge level would heal the same amount of damage every day. This trait can represent mystical healing, a cyborg's nanotechnology, regeneration, an alien physiology, and so on. This trait applies to all forms of healing.

The character heals:

Convenience (2): one step faster on the time chart; skill rolls to aid the character are normal.
Edge (5): two steps faster on the time chart; skill rolls to aid the character are at +3.
Gift (10): 3 steps faster on the time chart; skill rolls to aid the character are at +6.

Incorruptible

The character is pure of heart and motive, and well able to resist temptation and corruption.

The character has a:

Convenience (2): +3 bonus to resist corruption
Edge (5): +6 bonus to resist corruption
Gift (10): +9 bonus to resist corruption

Instinct

The character can react quickly, alllowing them to take a free action under certain conditions. During a given round, characters act in order of their INI stat, but characters with an applicable Instinct advantage act in a prior round.

The character may:

Convenience (2): Uncontrollable: define a specific action that is always done under a particular circumstance.
Edge (5): Controllable: define a specific action that may be done under a broad range of circumstances.
Gift (10): Mastered: define a broad action that may be done at any time.

Follower

A follower is someone who works with or in some way assists the character. The character needn't want the follower or even like him, but they do work together regularly. A follower may be played by the player or the GM, and should adventure along side the character in most, if not all, adventures. The follower may be an assigned partner, co-worker, a sidekick, an unwanted tag-along, a loyal animal partner or familiar, and the like.

Compared to the character, the sidekick:

Convenience (2): is incompetent or is a minor hindrance to the character, but has his uses
Edge (5): is less competent or skilled or is a minor help to the character
Gift (10): is roughly equal in ability and skill or is a major help to the character

Hard to Kill

The character is extremely hard to kill. This can represent the character's exceptional will to survive, dedication to a cause, use of chi (or ki), a tough body, resistance to wounds, or anything else that the player wishes. The character can apply some of his Toughness to piercing damage (such as from an arrow, gunshot, or sword wound). The amount of TGH that is "resistant" to lethal damage depends on the level of the trait. The amount of resistant TGH cannot exceed the character's normal TGH score. The character's resistant TGH cannot reduce piercing damage below 1 point. That is, a character that suffers piercing damage and who has the Hard to Kill advantage but who has no other armor, will suffer a minimum of 1 point of damage from piercing attacks.

The amount of TGH the applies to piercing damage is:

Convenience (2): 2 TGH
Edge (5): 4 TGH
Gift (10): 6 TGH

High Pain Threshold

The character is able to withstand pain exceptionally well, and receives a bonus to skill rolls to resist torture or extreme pain, and suffers reduced penalties due to wounds (see Wounds and Effects of Damage).

The character has:

Convenience (2): +3 to Concentration skill rolls to resist pain and to offset penalties due to wounds.
Edge (5): +6 to Concentration skill rolls to resist pain and to offset penalties due to wounds.
Gift (10): +9 to Concentration skill rolls to resist pain and to offset penalties due to wounds.

Immunity

The character has an immunity to some substance, disease, or condition. The immunity is defined by the player when the trait is taken and must be for one specific substance (e.g., a character can have an immunity to sea snake venom but not an immunity to fire or bullets). Characters may take this trait multiple times, each time for a different immunity.

The level of the trait is based on how common and how dangerous the substance is in the game setting. Check with your GM to make sure that you purchase the appropriate level of the trait for the concept.

The character is immune to:

Convenience (2): a rare and/or extremely dangerous substance (Iocane Powder).
Edge (5): an uncommon, moderately dangerous legal or mildly dangerous illegal substance (methamphetamine).
Gift (10): a common or mildly dangerous legal substance (alcohol, tobacco).

Knows a Secret

The character knows a secret that, if revealed, would cause problems for the person (or people) whom the secret involves. The higher the point value the more dire the consequences of the secret's exposure. A secret may be a criminal past, a secret identity or double life, a love affair, or anything that would be poorly received by others if discovered.

The subject of the secret may or may not know that the character knows the secret (player's option). If the subject knows, it may be that the character is blackmailing the person, protecting him, or simply that they share a common (but unknown) history.

If the secret is exposed, the character should receive another disadvantage of equal value, such as an Enemy, unless the player spends Experience Points to "buy off" the disadvantage (see Character Improvement Costs).

If revealed, the secret would expose the person or group to:

Convenience (2): ostracism or embarrassment
Edge (5): arrest, harm or financial or social ruin
Gift (10): death

Light Sleeper

The character is able to awaken from even a deep sleep, with no skill roll required. The slightest noise may awaken the character, at the player's option.

Any attempts to sneak up on or past a character with this trait must make a contested Stealth roll, as normal, against the sleeping character's Awareness roll; if the effect number of the sleeping character's Awareness roll is greater than the other character's Stealth roll, the sleeping character has been awakened by a sound (if the player so chooses).

The sleeping character gains a bonus to his Awareness roll to awaken, based on the level of the trait.

The character's bonus to Awareness rolls to awaken is:

Convenience (2): +3
Edge (5): +6
Gift (10): +9

Long Lived

The character has a longer than average life-span. This can represent a magical effect, a natural or racial trait, or plain old good living.

Barring an unnatural death, the character can expect to live:

Convenience (2): 50% longer than average
Edge (5): 10x longer than average
Gift (10): forever; he is immortal -- again, barring an "unnatural" death

Lucky

The character is luckier than most. Even small misfortunes have a way of turning into advantages for the character. This trait can reflect a divine blessing, good karma, plain old-fashioned luck, or anything the player wishes.

In game terms, the character receives extra Action Points at the start of each game session. These extra Action Points do not count against the normal 3 AP starting limit for game sessions (see Action Points).

At the start of each game session, the character receives:

Edge (5): 1 extra Action Point
Gift (10): 2 extra Action Points

Membership

The character is a member of some group or organization. The character has the perks and responsibilities commensurate with his rank in the organization. For example, police officers can carry guns and make arrests but they also must obey laws and department policies, answer to the chief, are watched by the public and the media, etc.

Membership rank (MR) is rated 1 to 10, with 10 being the highest attainable rank within the group. When a character buys Membership in a group or organization, he pays 1 to 5 points for each rank within that group, depending on the importance or influence of the group in the campaign (see the table below).

Importance Cost/Lv Modern Sci-fi Fantasy
Trivial 1 Local/civil City Village
Minor 2 City Planetary City/shire
Moderate 3 State/prov System County/state
Major 4 National Interstellar National
Supreme 5 Global Galactic International

 

Christine is playing First Lieutenant Rebecca Fornier, a Green Beret, in a modern military special-ops game. Lieutenant Fornier has a Rank of 2 as a commissioned officer. The GM has designated commissioned military grades as having "Major" importance in the game, so being a First Lieutenant/O-2, with a Rank of 2, costs Christine 2 x 4 = 8 points.

What each rank means, in terms of seniority, authority, and privilege, depends on the organization in question. GMs are encouraged to develop Rank lists for groups and organizations specific to their campaign.

Campaign limits on the maximum starting score for attributes and skills also applies to Membership rank (i.e., starting characters in a Realistic level game cannot buy a rank higher than 5 and those in a Cinematic level game cannot buy a rank higher than 8).

Characters may substitute their Membership Rank for a skill in appropriate situations, at the GM's discretion. The GM should impose penalties and bonuses to an NPCs' effect number to reflect special circumstances.

Likewise, GMs may also allow characters with a Membership in groups with higher importance than the opposing character to receive a bonus to their effect number. For each level of difference of importance of each character's Membership, the character belonging to the group with the higher importance adds +5 to his effect number.

Lieutenant Fornier (who has a PRE of 5) is trying to order an MP corporal (E-4, or Rank 4) to let her into the custodial barracks so that she can talk to one of her soldiers, who was arrested for striking an MP the day before. The corporal (who has a WIL of 4) has orders to only allow his supervisor or higher ranking MPs into the custodial barracks, so the GM tells Christine to roll her character's PRE + Rank +5 (for being one level "higher" in importance than the corporal, who is enlisted) + 3d6. She rolls the dice and gets 10, making the total of her attempt 5 (PRE) +2 (Rank) +5 (bonus) +10 (the dice roll) = 22. The GM, meanwhile, rolls 3d6, and gets 7, making the corporal's total 4 (WIL) +4 (Rank) +7 (the dice roll) = 15. Because Lieutenant Fornier's roll was higher, the corporal backs down and lets the Lieutenant into the barracks.

If the same situation had occurred in the dead of night, when absolutely no visitors are allowed into the barracks, the GM could apply a bonus (of, say, +3 or even +6) to the corporal's roll, or simply not allow a roll at all.

This rule is intended to allow some flexibility in the use of skills and to allow players with Membership and rank to use them instead of a normal skill to influence others, when appropriate. Players and GMs should note that, while making it easier to get other people to do things, using (or abusing) one's Membership and rank may still have its consequences.

Night Vision

The character is accustomed to seeing in low light or even no light at all (depending on the level of the trait), and suffers no penalties to sight-based Awareness rolls in these conditions.

The character can see normally in:

Convenience (2): starlight and/or moonlight (cat's vision)
Edge (5): near-total darkness with ambient ultraviolet light (e.g., infrared vision, night vision goggles)
Gift (10): absolute total darkness, such as in a sensory deprivation tank (e.g., true thermal or "heat" vision)

Perk

The character has some minor perk, such as an employee discount, free legal advice, or a license to do something that would normally be considered illegal (a right to collect taxes, hunt criminals, fire upon and loot foreign merchant ships and colonies, etc.). The exact nature of the perk is up to the player and subject the GM's approval.

Perks that are conferred to members of a group are given to those with the Membership advantage, and need not be purchased separately. For example, a police officer has powers of arrest, the right to carry a badge and gun, and so on, all as part of his Membership in the police department. Similarly, a samurai has the right to wear the two swords (dai-shô), the symbol of his status, by virtue of having Membership in a samurai clan.

The cost for a Perk depends on its importance or significance in the campaign (GM's discretion).

The perk is of:

Convenience (2): minor importance (e.g., a press pass, Confidential security clearance).
Edge (5): moderate importance (e.g., concealed weapon permit, Secret security clearance).
Gift (10): major importance (Letters of Marque, Top Secret security clearance).

Physical Advantage

The character has some physical condition or enhancement that enhances his life or otherwise provides a benefit to his ability to function. The condition or enhancement may be minor, moderate, or extreme. The condition or benefit is defined by the player when the trait is bought. Characters may take this trait multiple times, each time for a different condition or benefit.

The level of the trait is based on the frequency and intensity of the condition.

At Convenience level, this advantage benefits the character infrequently (once every two game sessions, on average) or in a minor way (provides a +3 bonus on related skill rolls, partially boosts a primary attribute by 1 point, or provides some other minor benefit).

At Edge level, this advantage benefits the character frequently (once per game session, on average) or in a moderate way (provides a +6 bonus on related skill rolls, boosts a primary attribute by 2 points, or provides some other moderate benefit).

At Gift level, this advantage benefits the character constantly or in a major way (provides a +9 bonus on related skill rolls, boosts a primary attribute by 3 points, or provides some other extreme benefit).

The positive effects of the trait may be countered or lessened with the application of medicine, a ritual or some other means, at the GM's discretion.

The character's condition affects the character:

Convenience (2): infrequently or benefits the character in a minor way (e.g., +3 to skill rolls).
Edge (5): frequently and benefits the character in a moderate way (e.g., +6 to skill rolls).
Gift (10): very frequently or constantly and benefits the character in a major way (e.g., +9 to skill rolls).
Sample Physical Advantages

Listed below are a number of suggested Physical Advantages. You are free to make up your own, use these, or both for your game.

Booming Voice; Double-Jointed; Extra Limbs; Extra Move; Flexible; Increased Strength; Increased Flexibility

Psychological Advantage

This is some psychological condition or strength that benefits the character or enhances his abilities in some way during the game. The player defines the condition as well as the circumstances that will trigger the condition (if any).

Psychological advantages always come into play in the appropriate situation. If a situation occurs that triggers the condition, the character receives the benefit of the advantage immediately.

The level of the trait is based on the frequency and intensity of the condition, and how difficult the condition is to overcome.

Convenience (2): The condition affects the character infrequently (once every two game sessions, on average) and benefits the character in a minor way (the condition may influence the character's choice of actions, provides a bonus of +3 on related skill rolls). Examples include a slight affinity for a certain class or group of skills (such as animal-related skills, outdoor skills, or education and research-based skills), a mild resistance to fear or shock, or a mild passion that, when triggered, provides a bonus to skill rolls for actions that reinforce or support the character's passion.
Edge (5): The condition affects the character frequently (once per game session, on average) and benefits the character in a moderate way (the condition may limit the character's choice of actions, provides a bonus of +6 on related skill rolls). Examples include a moderate affinity for a certain class or group of skills (such as animal-related skills, outdoor skills, or education and research-based skills), a moderate resistance to fear or shock, or a strong passion that, when triggered, provides a bonus to skill rolls for appropriate actions.
Gift (10): The condition affects the character very frequently (twice or more per game session) and benefits the character in a major way (the condition may dictate the character's actions, provides a bonus of +9 on related skill rolls). Examples include an extreme affinity for a certain class or group of skills (such as animal-related skills, outdoor skills, or education and research-based skills), a strong resistance to fear or shock, or an extreme passion that, when triggered, provides a bonus to skill rolls for appropriate actions.
Sample Psychological Advantages

Listed below are a number of suggested Psychological Advantages. You are free to make up your own, use these, or both for your game.

Artistic; Calculating (or Methodical); Compassionate; Control of Emotions; Cooperative; Courage; Creative; Decisive; Focused Attention; Generous; Good Memory; Head for Numbers (Good at Math); Loves Someone; Motivated/Energetic; Outgoing; Patriotic; Pessimist; Realistic; Subtle/Low Profile.

Social Advantage

The character is at an advantage in social situations and dealings with other people. This trait may be defined as the character being charming, smooth-tongued, exceptionally considerate, chivalrous, well-bred, courteous, or well-mannered. Alternatively, the advantage may be due to a particularly disarming personal habit that the character has, a "gift for gab," general charisma, or any other explanation that the player thinks up (with the GM's permission).

While it might seem minor at first glance, this trait can have very positive or beneficial consequences, depending on the culture. Wooing a wealthy patron, impressing His Majesty the King and gaining the favor of an influential member of an organization are all good examples of where this trait might come into play.

Skill rolls involving social interaction are at:

Convenience (2): +3
Edge (5): +6
Gift (10): +9

Spells

Spells are a special form of advantage. These are magical effects that can be brought forth by some method, usually either incantation or the carving of runes. A sample list of spells can be worked on, but more spells should be available by discussion with the GM. The cost of a given spell should be worked out with the GM following the guidelines in the Action! System fantasy game Magic Quest.

Tall

The character is noticeably taller than the average human. This trait has benefits as well as drawbacks, but should only be used in campaigns or game settings in which it is more the former than the latter. For instance, in a campaign in which there are no humans and all the PCs are tall, this advantage would be inappropriate. The effects of this trait are explained below.

The character is:

Convenience (2): Remarkably tall, 7-8 feet. The character's weapons are always considered one size larger.
Edge (5): Legendarily tall, 8-9 feet. The character's weapons are always considered one size larger, and they can use two-handed weapons in one hand, ignoring the Accuracy penalty.
Gift (10): A veritable giant, up to 12 feet tall. Counts as Large size (see Target Size).

Travel-Sense

The character has an instinctive ability to tell direction, time, and distance -- even on a dark night or underground. They can generally return to a place where they have been.

The character always knows:

Convenience (2): Remarkable: always know approximate direction (N/S/E/W), distance (in miles), and time (to the hour).
Edge (5): Uncanny: never lost, always know exact direction (to the compass point, e.g. North by Northwest)

Wealthy

Characters are assumed to earn the average annual income for the game setting (see Optional Wealth Table). Characters with the Wealth advantage earn substantially more money than average. Characters with wealth may have high-paying jobs or be independently wealthy. This advantage may also describe characters that own expensive property or those with millions of dollars invested in stocks or other funds that can be converted to liquid capital on short notice. It is up to the player to define the reasons and circumstances for his character's financial situation.

For optional, more detailed rules and point costs for wealth, as well as a list of sample incomes for various settings, see Optional Wealth Table.

Financially the character is:

Convenience (2): well to do, earning 5x the average income
Edge (5): upper class, earning 10x the average annual income
Gift (10): filthy rich, earning 1,000x the average annual income

Well Rested

The character can get to sleep more quickly and easily than the average person, even in adverse or unusual conditions. In addition, any rest the character gets is deep and refreshing, allowing the character to avoid the effects of fatigue from lack of rest. Characters with this trait can get the equivalent of a full night's rest in a much shorter time than normal (normally 12-HLT hours of sleep). Any time that the character spends in deep rest or sleep throughout a day is added together for purposes of determining if the character is "well rested."

The character can get the equivalent of a full night's rest with:

Convenience (2): 5 total hours or more of sleep in a day.
Edge (5): 2 total hours or more of sleep in a day.
Gift (10): no rest at all (doesn't need to sleep).

Disadvantages

Addiction

The character must have a particular substance or situation or he will suffer severe mental or physical distress. The exact effects vary widely depending on the addiction, but should result in a -3 to one or more Skill Groups or -1 to one or more attributes per level. For example, a character addicted to tobacco might suffer jitters, and -1 REF, after going too long without a smoke.

The substance or situation the character needs is:

Inconvenience (-2): common (e.g., tobacco, Catholic Mass)
Hardship (-5): uncommon (e.g., an herb, imported food)
Peril (-10): rare (e.g., feather of a mystical bird)

Bad Tempered

The character has an extremely bad temper. Little things can set the character off, especially when things seem to go against the character's wants or desires. Disagreements over policy may be perceived as personal attacks, good-natured kidding as infuriating insults, sincere appeals for aid as self-righteous mocking and so on. The character may become verbally abusive, flail about, and even break things.

When his temper flares, he will carry on, even at the risk of:

Inconvenience (-2): ostracism or embarrassment
Hardship (-5): arrest, harm or financial or social ruin
Peril (-10): death

Corruptible

The character is ignoble of motives, and poorly able to resist temptation and corruption.

The character has a:

Inconvenience (-2): -3 penalty to resist corruption
Hardship (-5): -6 penalty to resist corruption
Peril (-10): -9 penalty to resist corruption

Dependent

A dependent is someone who needs the character's protection and help, and who the character feels obligated to look after. The character will go out of his way to protect or nurture the dependent, and must make a control roll to overcome such compulsions. Dependents can include children, family, friends and comrades, or even strangers.

Compared to the character, the dependent:

Inconvenience (-2): is roughly equal in ability and skill
Hardship (-5): is challenged or otherwise weaker in ability and skill (e.g., a child, an elderly relative)
Peril (-10): has special problems, requirements or associated dangers (e.g., dying relative, wanted fugitive)

Distinctive Features

The character stands out and is noticed in a crowd because of some distinctive feature, be it some aspect of his appearance, a style of dress, accent, or a combination. A distinctive feature should be role-played by the character and can be an important, fun (and even humorous) aspect of the character.

His distinctive features are:

Inconvenience (-2): easily concealed (e.g., a scar, tattoo or attire)
Hardship (-5): concealed only with some effort, such as using Disguise or performance skills (e.g., mannerism, hair color, speech impediment or accent)
Peril (-10): not possible to conceal (e.g., a giant or dwarf, different race)

Duty

The character has an obligation to some person or organization. Such an obligation is usually undertaken voluntarily, though it may be involuntary. Examples of duties include: service in the modern U.S. Armed Forces, an officer's commission in the Interstellar Fleet, a vocation as a full-time priest, or a knight's service to his liege. The character must meet this obligations or risk censure, expulsion, or even imprisonment, depending on the nature of the Duty (as defined by the player, with the GM's permission).

A Duty can be used to represent any job, but it is recommended that GMs not allow it for trivial obligations or "duties" which the character (or player) doesn't mind losing. A voluntary Duty should involve something the character wants or needs to maintain (e.g., the character needs the job to pay bills and rent) rather than something selected merely for the point value. Involuntary Duties or those requiring a term of service (such as U.S. military service) should involve some type of punishment if violated by the character (e.g., an Article 15 non-judicial punishment for a service member violating the Uniform Code of Military Justice).

The character's duty affects his life:

Inconvenience (-2): Rarely (once a month or less; e.g., a military reservist)
Hardship (-5): Occasionally (once a week or more; e.g., active duty military service, a police officer)
Peril (-10): Constantly (every day, once or more times a day; e.g., an undercover operative or a soldier in a combat zone)

Enemy

Enemies are forces that are actively seeking to harm, imprison, or otherwise plague the character. An enemy should show up in some way in most, if not all, adventures in which the character participates. An Enemy can be a single person, a small group, or even an entire nation. The enemy should make sense for the game campaign or story, however. The player should also define the origin or basis for the enemy, even if the character himself is unaware of it (roleplaying a "surprise discovery" of one's enemy and/or the reasons for him being the character's enemy can make for a dramatic encounter).

Overall, your enemy is:

Inconvenience (-2): less powerful than you, merely watching you, or limited to a relatively small geographic area
Hardship (-5): as powerful as you, seeking to capture you, or limited to a county, province, or region
Peril (-10): more powerful than you, wants to kill you, able to hound you to the corners of the Earth, or has access to powerful weapons, supernatural abilities, or other resources

Forgetful

The character has trouble remembering things. The severity of the character's memory loss is dependent upon the level of the trait.

The character:

Inconvenience (-2): has difficulty remembering names and faces and generally known facts (-3 to relevant skill rolls).
Hardship (-5): has very poor memory and forgets details easily, even friends and family; skill rolls involving recollection are at -6.
Peril (-10): is suffering from bouts of virtual senility with inability to recall simple facts, including his own identity, and any skill rolls involving recollection are at -9.

Heavy Sleeper

The character has a hard time awakening from even a short nap, requiring an Awareness roll to do so. Even very loud noises may not awaken the character, at the GM's option. The difficulty level of the sleeping character's Awareness roll depends on the level of the trait. The sleeping character may use one or more free Action Points to boost the Awareness roll in appropriate circumstances (GM's discretion).

The character must make a successful:

Inconvenience (-2): Challenging Awareness roll (TN 18) to awaken from loud noises (shouting, slamming door, etc.).
Hardship (-5): Demanding Awareness roll (TN 24) to awaken from very loud noises (car horn, gunshot, loud stereo, etc.).
Peril (-10): Legendary Awareness roll (TN 30) to awaken from extremely loud noises (jet flying overhead, explosion, concert, etc.).

Honest

The character is compelled to tell the truth, even in situations that will result in negative consequences.

The character:

Inconvenience (-2): is uncomfortable being dishonest (CS 5).
Hardship (-5): must struggle even to exaggerate or omit an important detail (CS 10).
Peril (-10): must tell the truth, the whole truth and nothing but the truth, even in the most extreme of circumstances (CS 15).

Illiterate

The character is not as well-schooled in reading and writing as some. (This may be normal in some cultures.)

The character:

Inconvenience (-2): reads and writes half as fast as the average person
Hardship (-5): cannot read or write at all

Impaired Sense

One of the character's senses is duller than normal and receives a penalty on all Awareness skill rolls, as well as other skill rolls involving that sense (GM's discretion). This Trait may be purchased for each of the following senses -- hearing, sight, smell/taste (counts as one sense), and touch.

The character:

Inconvenience (-2): suffers -3 to any skill rolls based on this sense.
Hardship (-5): requires medicinal, technological, or magical aid to use this sense and suffers -6 to any skill rolls based on this sense.
Peril (-10): has no use of this sense whatsoever (e.g., totally deaf or blind); no skill rolls based on this sense are allowed (or are at -9, with GM's permission).

Infamous

The character has gained infamy for some deed or deeds. People tend to recognize any infamous person when they see him or when they hear his name. Most people go out of their way to curry favor with the infamous and to avoid getting on their bad side.

A character may be known for something he did or didn't do. A reputation, once earned, can be difficult to shed, regardless of its accuracy.

The level and effects of the character's infamy depend on the level of the trait. The chance of someone not recognizing the character on sight (or upon hearing his name) is equal to the Control Score.

Like Famous, this is a reputation for the individual character, not for his association with a notable group.

While the Iga ninja in feudal Japan are recognized as such when they claim affiliation or are discovered, they are not known as individuals unless they gain a reputation for particularly notable deeds as individuals (this man is a shinobi, but that man is Hattori Hanzo!).

The player should jot down (or at last have in mind) the reason for the character's infamy. The specific effects of Infamous are open to interpretation by the GM, and require some discretion.

A character who is infamous for oppressing the weak (such as a local crime lord, supervillain, or a tyrannical leader) will receive a penalty to Social skill rolls when dealing with most people but may get a bonus when dealing with his henchmen, corrupt officials, or other bad guys. On the other hand, such a villain's infamy could also result in a penalty to Social skill rolls when dealing with leaders of free nations, police officials, or the public at large if the villain is trying to sweet talk them because they despise him! Once again, application of this trait requires a dose of common sense.

Infamy can be a double-edged sword, but as a rule it is predominantly negative. The character is:

Inconvenience (-2): a local figure, incurring a -3 penalty (or +3 bonus, depending on the circumstances) to social skill rolls when he is recognized
Hardship (-5): a national figure, incurring a -6 penalty (or +6 bonus) to social skill rolls when he is recognized
Peril (-10): an international (or intergalactic) figure, incurring a -9 penalty (or +9 bonus) to social skill rolls when he is recognized

Insomnia

The character is unable to get a good night's rest. This may be due to a chemical imbalance, frequent nightmares, or some other reason. Characters without adequate rest (normally 12-HLT hours of sleep) each night suffer a penalty (-3 or -6) to all skill rolls requiring concentration and alertness (GM's discretion) due to fatigue.

The character:

Inconvenience (-2): has difficulty sleeping and getting to sleep (loses an average of 1 hour of sleep each night)
Hardship (-5): can't sleep without some form of natural aid, such as wine or sleeping powder (loses an average of 2 hour of sleep each night)
Peril (-10): cannot sleep around any noise or movement whatsoever (loses an average of 4 hours of sleep each night)

Low Pain Threshold

The character has a low tolerance for pain. He has a penalty to Concentration rolls to resist torture or extreme pain, and suffers increased penalties due to wounds (see Wounds and Effects of Damage).

The character has:

Inconvenience (-2): -3 to skill rolls to resist pain and an additional -1 penalty from wounds.
Hardship (-5): -6 to skill rolls to resist pain and an additional -2 penalty from wounds.
Peril (-10): -9 to skill rolls to resist pain and an additional -3 penalty from wounds.

Minor

The character is not yet an adult in the game setting (at least legally), which poses a variety of physical, social, and legal problems. His parents or guardians still bear legal responsibility and authority for him. Most adults treat him as an inferior, and he may face restrictions such as curfews, drinking ages, and driving limitations. He also grapples with various physical difficulties; a young child has problems reaching countertops, for example, while a teenager may experience trouble with acne or embarrassing voice changes. Note that the age at which a character becomes an adult, at least socially and legally if not physically, varies from setting to setting.

The character is a:

Inconvenience (-2): teenager (13-17 years old)
Hardship (-5): adolescent (7-12 years old)
Peril (-10): young child (6 years old or younger)

Naïve

The character has led a sheltered life, is generally gullible, and easily misled or fooled. Skill rolls made by others to persuade or convince the character with this disadvantage receive a bonus due the character's naïveté. The bonus is dependent on the level of the trait.

The character is:

Inconvenience (-2): mildly naïve and disbelieving of "really bad" things (+3 bonus to any skill roll made by others to persuade the character)
Hardship (-5): generally naïve and disbelieving of "bad" things (+6 bonus to any skill roll made by others to persuade the character)
Peril (-10): severely naïve and disbelieving of anything "bad" (attempts by others automatically succeed against the character, or are at +9, at GM's option)

Oblivious to Danger

The character has little or no sense of danger to themselves. This can represent ignorance, a death wish, or whatever the player wants it to represent. Whenever that character is allowed an Awareness roll to detect a threat (such as a booby trap, ambush, and the like), the character suffers a penalty to the roll. The severity of the penalty depends on the level of the trait. If a character does become aware of a threat, how the character reacts is still up to the player.

Any skill rolls to perceive or otherwise detect a threat are at:

Inconvenience (-2): -3
Hardship (-5): -6
Peril (-10): -9

Outsider

The character is not part of the dominant group, culture or organization in the campaign and, as a result, is treated differently. The character may be may be merely distrusted by most people, snubbed in social situations, ignored altogether, subject to restrictive laws (mandating where the character may or may not live, how he travels, civil rights, and so on), or even hunted, threatened with imprisonment or death.

An outsider is subject to:

Inconvenience (-2): mild prejudice with few or no legal restrictions; -3 penalty to all skill rolls involving social interaction
Hardship (-5): strong prejudice with numerous or severe legal restrictions; -6 penalty to all skill rolls involving social interaction
Peril (-10): extreme prejudice or treated as inferior with few or no legal rights; -9 penalty to all skill rolls involving social interaction

Physical Disadvantage

The character has some physiological illness or condition that impacts his life or otherwise limits his ability to function. The condition may be mild, moderate or severe. The ailment is defined by the player when the trait is taken. Characters may take this trait multiple times, each time for a different ailment.

The level of the trait is based on the frequency and intensity of the condition.

At Inconvenience level, this disadvantage affects the character infrequently (once every two game sessions, on average) and impacts the character in a minor way (the condition slightly affects the character's actions, causes -3 on related skill rolls, partially incapacitates the character for hours at a time or completely incapacitates the character for minutes at a time).

Examples include a moderate allergy that causes a bad rash or sneezing, severe dyslexia, muteness, a missing finger, arthritis, a petit mal seizure that causes loss of muscle control or mild paralysis.

At Hardship level, affects the character frequently (once per game session, on average) and impacts the character in a moderate way (the condition moderately affects the character's actions, causes -6 to related skill rolls, partially incapacitates the character for days at a time or completely incapacitates the character for hours at a time).

Examples include Type I (insulin-dependent) Diabetes resulting in insulin shock if taken without food or unconsciousness if food is eaten without taking insulin, a missing limb, an early case of Cerebral Palsy or Parkinson's Disease causing mild tremors or a severe allergic reactions to common substances.

At the Peril level, the condition severely affects the character's actions, causes -9 penalty on related skill rolls or prohibits skill rolls altogether at the GM's discretion, or completely incapacitates the character for days at a time or permanently.

Examples include grand mal epileptic seizures, advanced cases of Cerebral Palsy, two or more missing limbs, or paralysis below the waist.

The negative effects of the trait may be curtailed or lessened with the application of medicine, a ritual or some other means, reflecting an addiction or need for regular medication. No Control Roll is allowed for physical disadvantages.

The character's condition:

Inconvenience (-2): affects the character infrequently and impacts the character in a minor way.
Hardship (-5): affects the character frequently and impacts the character in a moderate way.
Peril (-10): affects the character very frequently or constantly and impacts the character in a major way.
Sample Physical Disadvantages

Listed below are a number of suggested Physical Disadvantages. You are free to make up your own, use these, or both for your game.

Diabetes; Dyslexia; Epilepsy; Illness; Inflexible (Stiff); Lame; Mute; Overweight; Vertigo.

Poverty

Characters are assumed to earn the average annual income for the game setting (see Optional Wealth Table). Poor characters earn substantially less money than average and must endure related hardships. Characters living in poverty may have low-wage jobs or be unemployed.

This disadvantage may also describe characters that own nothing of value or those with millions of dollars tied up in a trust account that they can't get to. It is up to the player to define the reasons and circumstances for his character's financial situation.

For optional, more detailed rules and point costs for wealth, as well as a list of sample incomes for various settings, see Optional Wealth Table.

Financially the character is:

Inconvenience (-2): below average, earning less than half the average annual income
Hardship (-5): poor, earning less than 1/5th the average annual income
Peril (-10): destitute, earning less than 1/10th the average annual income

Primitive

The character hails from a primitive society by the standards of the dominant civilizations of the setting. He is unfamiliar with modern technology and starts the game with no technology-related skills beyond those used by his home society -- even untrained skills. The character also suffers a penalty to any skill rolls involving the use of "advanced" technology.

This disadvantage is appropriate for the Wild Men cultures such as Lossoth or Woses.

The character is:

Inconvenience (-2): unused to modern technology; appropriate skill rolls at -3
Hardship (-5): uncomfortable with modern technology; appropriate skill rolls at -6

Psychological Disadvantage

This is some psychological condition or disorder that affects the character and limits his abilities in some way during the game. The player defines the condition as well as the circumstances that will trigger the condition (if any).

Psychological disadvantages always come into play in the appropriate situation. If a situation occurs that triggers the condition, the character must endure the effects for at least one turn. On a successful Control Roll, however, the character may act normally on the next turn and thereafter, until another situation occurs that triggers the condition.

The level of the trait is based on the frequency and intensity of the condition, and how difficult the condition is to overcome.

Inconvenience (-2): The condition affects the character infrequently (once every two game sessions, on average) and impacts the character in a minor way (the condition influences the character's choice of actions, causes -3 on related skill rolls). Examples include a mild phobia resulting in anxiety, a dislike for someone resulting in irritation or tension when he is encountered, or a code of conduct that the character prefers but is not compelled to follow. (CS 5)
Hardship (-5): The condition affects the character frequently (once per game session, on average) and impacts the character in a moderate way (the condition limits the character's choice of actions, causes -6 TN on related skill rolls). Examples include a strong phobia resulting in avoidance of the object of the character's fear, a mild hatred for someone resulting in threats or hostility when he is encountered, or a code of conduct that the character will risk much to follow. (CS 10)
Peril (-10): The condition affects the character very frequently (twice or more per game session) and impacts the character in a major way (the condition dictates the character's actions, causes -9 to related skill rolls). Examples include a severe phobia resulting in catatonic shock, a severe hatred for someone resulting in a fit of rage when he is encountered, or a code of conduct that the character will choose even over death. (CS 15)
Sample Psychological Disadvantages

Listed below are a number of suggested Psychological Disadvantages. You are free to make up your own, use these, or both for your game.

Battle Lust; Bipolar; Code of Honor; Compulsive; Coward; Credit Seeker; Cruel; Decadent; Delusional; Dishonest; Flashbacks; Greedy; Hopeless Romantic; Humorless; Impatient; Impulsive; Indecisive; Intimidating; Jealous; Lazy; Lecherous; Miserly; Obsessed; Optimist; Paranoid; Patriot; Pessimist; Phobia; Power-hungry; Prejudiced; Reckless; Schizophrenia; Sense of Duty; Shy; Stubborn; Uncreative; Uninspiring; Vain; Vow.

Secret

The character has a secret that, if revealed, would cause problems for him. The higher the point value the more dire the consequences of the secret's exposure. A secret may be a criminal past, a secret identity or double life, a love affair, or anything that would be poorly received by others if discovered.

If revealed, the secret would expose the character to:

Inconvenience (-2): ostracism or embarrassment
Hardship (-5): arrest, bodily harm. financial or social ruin
Peril (-10): death

Senior

The character is advanced in years, which poses a variety of physical, social and legal problems. His children or other relatives may bear legal responsibility and authority for him. Some adults may treat him as an inferior, and he may face restrictions such as driving limitations. He also grapples with various physical difficulties; an elderly person may have arthritis, for example.

Note that the age at which a character becomes a senior (at least socially and legally if not physically) varies from setting to setting and possibly from race to race (e.g., elves live much longer than humans). The following ratings of this trait are expressed in modern human terms. The ages may be adjusted for other periods, such as the Wild West, where a senior would be 40-55, elderly 55-70, and venerable 70+.

The character is a:

Inconvenience (-2): senior adult (60-75 years old); Body attributes may not exceed 7.
Hardship (-5): elderly (75-90 years old); Body attributes may not exceed 5.
Peril (-10): venerable (90+ years old or younger); Body attributes may not exceed 3.

Short

The character is noticeably shorter than the average human. This trait has benefits as well as drawbacks, but should only be used in a campaign or game setting in which it is more the latter than the former. For instance, in a campaign in which there are no humans and all the PCs are short, this disadvantage would be inappropriate. The effects of this trait are explained below.

Being short can also be a Distinctive Feature (in the right setting). It may not be purchased with the Indistinct advantage without the GM's permission.

The character is:

Inconvenience (-2): short, about 4 feet tall (e.g., human children), with a maximum MOV of 6.
Hardship (-5): a dwarf, about 3 feet tall (e.g., dwarves) with a maximum MOV of 4.
Peril (-10): a midget, about 2 feet tall, with a maximum MOV of 2. Counts as Small size (see Target Size).

Slow Healer

The character heals damage caused by physical injuries more slowly than normal and skill rolls involving attempts to heal the character suffer a penalty. Determine the normal rate of healing for the game (see Healing), and then apply the modifier listed for the appropriate level of the trait. For example, if characters normally heal a number of points of damage equal to their HLT each day, then a character with this trait at the Inconvenience level would heal the same amount of damage each month.

This trait can represent a condition or illness, such as hemophilia, complications from diabetes, a mystical curse, or some other effect.

The character heals:

Inconvenience (-2): one step slower on the time chart and skill rolls made to heal him are at -3
Hardship (-5): two steps slower on the time chart and skill rolls made to heal him are at -6
Peril (-10): three steps slower on the time chart and skill rolls made to heal him are at -9

Slow Learner

The character must work harder than or learns more slowly than the average person. A slow learner may improve any skills at double the normal cost. In addition, the character receives a penalty to all skill rolls involving research, study, or instruction. The disadvantage may be defined as the character having a mental block, a learning disability, or whatever the character wishes (with GM's approval).

The character's penalty to skill rolls involving research, study or instruction are:

Inconvenience (-2): -3
Hardship (-5): -6
Peril (-10): -9

Slow Reflexes

The character is slow to react and incurs a penalty to his Initiative in combat (see Initiative) and to Awareness rolls to avoid surprise. Characters with a high REF score may take this trait, to reflect good coordination and agility but poor response time to unexpected events.

The character suffers:

Inconvenience (-2): -2 to INI and -3 to Awareness rolls to avoid surprise.
Hardship (-5): -4 to INI and -6 to Awareness rolls to avoid surprise.
Peril (-10): -6 to INI and -9 to Awareness rolls to avoid surprise.

Social Disadvantage

The character lacks social graces is at a disadvantage in social situations and dealings with other people. This trait may be defined as the character being pompous, whiny, opinionated, bossy, discourteous, crude, tongue-tied, air-headed, or childish. Alternatively, the disadvantage may be due to a distasteful personal habit that the character has (such as picking his nose, belching, or flatulence at inappropriate moments), a speech impediment (stuttering, a bad lisp) or any other explanation that the player thinks up (with the GM's permission).

While it might seem minor at first glance, this trait can have potentially serious consequences, depending on the rules governing behavior in the culture in which the character is interacting. In feudal Japan, for example, a samurai who rudely lectures his daimyô risks extreme dishonor or, more likely, death!

The character's slip-ups risk:

Inconvenience (-2): minor embarrassment; skill rolls involving social interaction are at -3
Hardship (-5): major embarrassment, ostracism or injury; skill rolls involving social interaction are at -6
Peril (-10): arrest, severe injury (or death), or financial ruin; skill rolls involving social interaction are at -9
Sample Social Disadvantages

Antisocial; Bad Reputation; Offensive Habit; Oppressed; Poor hygiene; Socially Inept; Unapproachable.

Unattractive

The character is exceptionally unattractive and others take notice, to the character's disadvantage. An unattractive person receives a penalty on all skill rolls involving situations in which his or her appearance is important (GM's discretion).

This is a developed trait by default, because one's features can be altered through life (gaining weight, suffering severe burns, developing stone-like skin, and the like), either through magic, a curse, an accident, or other mutation. This Trait may also be ruled an innate trait in some settings or genres, at the GM's discretion. In addition, this trait could allow a bonus to skill rolls in certain situations, such as interaction with races or creatures that find the feature attractive, at the GM's discretion.

The character's penalty to skill rolls to which his/her appearance is important is:

Inconvenience (-2): -3
Hardship (-5): -6
Peril (-10): -9

Unlucky

Accidents and freak mishaps plague the character for some reason. Things just seem to go wrong for him, regardless of any precautions he may take (from carrying a lucky charm to making thorough preparations far in advance). The trait might reflect a character who is inattentive, reckless, cursed, or just plain, well...unlucky.

The character is prone to:

Inconvenience (-2): inconvenient misfortunes in unusual circumstances (e.g., trivial accidents, spilling a drink on someone)
Hardship (-5): a costly or dangerous misfortune in common circumstances (e.g., he misses his flight, or it's late)
Peril (-10): deadly, life-threatening dangers often and seemingly everywhere (e.g., a blown tire during a high-speed chase)

Creating New Traits

While a number of Traits are described in the rest of this section, GMs are free to create new Traits for their game. Use the Advantages and Disadvantages in this chapter as a guideline when creating new Traits.

What Will it Do?

When creating a new Trait, decide what problem or advantage you wish to represent. Every trait must provide some advantage or create a problem for the character. Situations that everyone faces at one time or another, such as catching the flu, are not acceptable Disadvantages, whereas a weakened immune system that makes the character extremely susceptible to ordinary illnesses might be a worthwhile Disadvantages, however.

It is up to you to define the "special effects" of the Trait. That is, how the Trait is described in "real life" terms is up to you. The effects of the Trait in game rule terms determines the cost or value of the Trait.

What Values Should I Assign?

When creating a new Trait, use the following guidelines for determining the effects of the Trait for each level. You should also examine similar traits presented earlier in this chapter to help determine the values and effects of your new Trait.

Advantages

Advantages provide the character with some bonus or advantage over characters without the Trait.

Convenience

A Convenience-level Advantage provides a +3 bonus to skill rolls in a limited situation. The bonus should apply to one to three skills in different Skill Groups or to all skills within one Skill Group. The situation should be one that occurs less than once per game session on average.

Alternatively, the Advantage may slightly enhance an Attribute, by +1, or provide some permanent, minor special ability to the character (GM's discretion) or a temporary, moderate special ability that lasts up to one minute.

A Convenience costs 2 character points.

Gift

A Gift-level Advantage provides a +6 bonus to skill rolls in a limited situation. The bonus should apply to one to three skills in different Skill Groups or to all skills within one Skill Group. The situation should be one that occurs once per game session on average.

Alternatively, the Advantage may moderately enhance an Attribute, by up to +2, or provide some permanent, moderate special ability or benefit (GM's discretion), or provide a temporary, major special ability to the character that lasts up to one day.

A Gift costs 5 character points.

Edge

An Edge-level Advantage provides a +9 bonus to skill rolls in a limited situation. The bonus should apply to one to three skills in different Skill Groups or to all skills within one Skill Group. The situation should be one that occurs twice or more per game session.

Alternatively, the Advantage may greatly enhance an Attribute, by up to +3, or provide some permanent, tremendous special ability or benefit (GM's discretion).

An Edge costs 10 character points.

Disadvantages

Disadvantages saddle the character with some hindrance or handicap that characters without the Trait don't have to deal with.

Inconvenience

An Inconvenience-level Disadvantage provides a -3 penalty to skill rolls in a limited situation. The penalty should apply to one to three skills in different Skill Groups or to all skills within one Skill Group. The situation should be one that occurs once every other game session on average.

Alternatively, the Disadvantage may slightly restrict an Attribute, by -1, or provide some permanent, minor handicap to the character (GM's discretion) or a temporary, moderate handicap that lasts up to one minute when the situation arises.

An Inconvenience is relatively easy to overcome and has a Control Score of 5.

An Inconvenience is worth 2 character points.

Hardship

A Hardship-level Disadvantage provides a -6 penalty to skill rolls in a limited situation. The penalty should apply to one to three skills in different Skill Groups or to all skills within one Skill Group. The situation should be one that occurs twice or more per game session.

Alternatively, the Disadvantage may moderately restrict an Attribute, by up to -2, or provide some permanent, moderate handicap (GM's discretion), or provide a temporary, major handicap to the character that lasts up to one day at a time when the situation arises.

A Hardship is relatively difficult to overcome and has a Control Score of 10.

A Hardship is worth 5 character points.

Peril

A Peril-level Disadvantage provides a -9 penalty to skill rolls in a limited situation. The penalty should apply to one to three skills in different Skill Groups or to all skills within one Skill Group. The situation should be one that occurs continually (three or more times per game session) or constantly.

Alternatively, the Disadvantage may greatly restrict an Attribute, by up to -3, or provide some permanent, tremendous handicap (GM's discretion).

A Peril is very difficult to overcome and has a Control Score of 15.

A Peril is worth 10 character points.

Example

Cathy tells her GM that she wants her character to be a daydreamer, whiling away the hours lost in her own fantasies. Her GM looks at similar traits and comes up with a new trait.

Dreamer

The character frequently becomes lost in daydreams and fantasies.

Daydreaming occupies the character for:

Inconvenience (-2): a few minutes at a time
Hardship (-5): a few hours at a time
Peril (-10): days at a time

Later, Roger tells his GM that he wants his character to constantly have a "five o'clock shadow." The GM decides that, while a few people might find this unattractive, it's not really enough of a problem to be worth any points. He declines to create the new trait.