Traits: Difference between revisions

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=A=
=A=
Abnormal Body | This character's body cannot fit normal armor or clothes, and must have custom articles made to wear.
Adelite | This character is versed in the highly ritualized, formal style of dueling practiced in Westfal. When fighting alone against another lone opponent, their Prowess increases by four.
  Apologist | Some people have no moral compunctions about dealing with Valleymen, living and working in the Wet Markets as if it were any other city. Though they were not raised to speak Cthonic, they have learned it and many details of Cthonian culture through study.
  Apologist | Some people have no moral compunctions about dealing with Valleymen, living and working in the Wet Markets as if it were any other city. Though they were not raised to speak Cthonic, they have learned it and many details of Cthonian culture through study.
Armored Fighter | This character has specialized in fighting with armor. When fighting in armor, their effective Prowess increases by one. When fighting without any armor, their effective Prowess reduces by two.
Astral Possession | This character has been possessed by an entity from beyond the stars. They have lost all memories of their prior life, and it is being slowly replaced by new ones that aren't theirs. They may, at will, permanently reduce either their Prowess or Cleverness by one to increase their Erudition by two. Any effect which would reduce this character's Erudition attribute is void.


=B=
=B=
  Bernician | The wilds around Bernicia have long resisted taming, and so the humans there have learned to adapt to the wilds. Bernicians increase their effective Cleverness by half for all checks related to navigating and surviving forests.
  Bernician | The wilds around Bernicia have long resisted taming, and so the humans there have learned to adapt to the wilds. Bernicians increase their effective Cleverness by half for all checks related to navigating and surviving forests.
Bigger Claws | The vampire has long, sharp nails that become longer, sharper, and more monstrous claws in times of heightened emotion or when hungry. When attacking with Prowess, they provide a bonus of 2.
Bloodsense | This character can sense the presence of creatures with blood in their vicinity (10 meters) without needing to see them or have line of sight on them. This works through walls and other barriers.


  Burgher | A native of Luten-Augusburg, this character had adapted to life in a heavily urbanized environment. When in a densely urbanized environment, their effective Cleverness increases by one. When outside of such environs, their effective Cleverness is reduced by one.
  Burgher | A native of Luten-Augusburg, this character had adapted to life in a heavily urbanized environment. When in a densely urbanized environment, their effective Cleverness increases by one. When outside of such environs, their effective Cleverness is reduced by one.
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=C=
=C=
Clan Ayindilar | The slave soldiers of Clan Ayindilar are considered disposable and easily manufactured. Their bodies naturally produce bony plates over their body, which will shed and regrow over the course of a few days when broken. They innately possess armor as hard as bronze with a value of 3, but cannot wear normal armor.
Clan Baenre | Members of Clan Baenre are so nimble and adept at climbing that they are able to climb even the corner of a room where two walls meet. Their bodies are strangely thin yet strong, and fragile. Their effective Prowess is reduced by one.
Clan Drizzt | Members of Clan Drizzt are able to see even in total darkness. However, their eyes are completely black. Bright light, such as the sun, is painful to them. In bright conditions, their effective Cleverness is halved.
  Clansman | A Nostrumite from the mountain clans, they have adapted well to living in the rough terrain of their homeland. Clansmen increase their effective Cleverness by half again for all checks related to navigating and surviving on mountains.
  Clansman | A Nostrumite from the mountain clans, they have adapted well to living in the rough terrain of their homeland. Clansmen increase their effective Cleverness by half again for all checks related to navigating and surviving on mountains.
Claws | The vampire has long, sharp nails that become longer, sharper, and more monstrous claws in times of heightened emotion or when hungry. When attacking with Prowess, they provide a bonus of 1.
Climate Adapted | This character is adapted to certain climates. If they are adapted for heat, then they are immune to the effects of hot weather but suffer in climes climes. The inverse is true if adapted to the cold. If they are in their antithetical environment, all of their attributes are reduced by two. This includes changing seasons, i.e. cold-adapted characters during the summer in a temperate zone.
Cold Frontiersman | This character is accustomed to surviving in the cold. They have no natural protection against the cold, but their effective Cleverness is doubled for matters related to surviving and traversing cold environs.
Compelling Gaze | When they make eye contact with someone, if that person has less than half the vampire's Erudition, that person will feel compelled to obey the vampire's words. This does not work if the vampire's commands are antithetical to their victim's nature.
Cthonic Immortality | Valleymen are extremely hard to kill. They can sustain any number of wounds, even if their Prowess is reduced well below zero. If their head is cut off, they will be considered incapacitated. However, it will still take them over a month to die. Valleymen do not go to the Halls of the Dead when they die, and cannot be reached after death.
Cthonic Might | Valleymen grow stronger with age, and their muscles never atrophy. Every trait they have is treated as being an identical strength trait. For every trait they have, they require an additional serving of food more than a normal person would.
Cultist | Cultists have extreme variance in what their traits do. To learn more about cults and see their traits, start with the [[Cults]] page.


=D=
=D=
Darksight | Valleymen are able to see in total darkness. Their eyes glow in darkness, and are reflective like a cat's.
Daywalker | This character ignores the stat reduction elements of the ''Sunlight Sensitivity'' curse.
Debt | This character has more outstanding debt than they could reasonably be expected to pay in one lifetime.
  Desert Clansman | Desert clansmen are adapted to life in the deserts around Suzer. They increase their effective Cleverness by half again for all checks related to navigating and surviving in deserts. Their effective Prowess also increases by one when fighting an adversary more armored than they are.
  Desert Clansman | Desert clansmen are adapted to life in the deserts around Suzer. They increase their effective Cleverness by half again for all checks related to navigating and surviving in deserts. Their effective Prowess also increases by one when fighting an adversary more armored than they are.
Divine Slave | This character was initially conceived as a servant to the Hours. They do not age. They are infertile, only able to reproduce by magical means. When their true name is invoked, their effective Erudition is always zero.
Dominating Gaze | When they make eye contact with someone, if that person has less than half the vampire's Erudition, that person will feel compelled to obey the vampire's words.
Dwarfen Instinct | This character feels compelled to learn about certain subjects, and finds themselves naturally gifted in their application. Every trait they have gives them a bonus of 1 to their Cleverness for the purposes of identifying metals, minerals, gems, and other bounties of the earth.


=E=
=E=
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  Empyrean Historian | This character has learned to speak and read the Empyrean language, and through study has learned much about the history of the ancient empire and its exploits.
  Empyrean Historian | This character has learned to speak and read the Empyrean language, and through study has learned much about the history of the ancient empire and its exploits.
Enhanced Senses | This character posesses exceptional hearing and eyesight, their effective Cleverness increases by half again for the purposes of noticing something in the environment.


  Equestrian | Westfalians are renown for their love of horses, particularly fighting on them. For any checks relating to horses or horsemanship, this Westfalian increases their effective Cleverness by half again.
  Equestrian | Westfalians are renown for their love of horses, particularly fighting on them. For any checks relating to horses or horsemanship, this Westfalian increases their effective Cleverness by half again.
Even Sharper Fangs | This vampire's fangs are always visible. They become especially pronounced and monstrous when in times of heightened emotion or when hungry. When attacking with Prowess, they provide a bonus of 2.


=F=
=F=
Fangs | At times of heightened emotions or when hungry, the vampire's incisors will grow more pronounced and into obvious, sharp fangs.


=G=
=G=
  Ghastlander | Ghastlanders are more resistant to disease as a result of adapting to an environment where it is rampant. Their effective Prowess is doubled for the purposes of determining whether or not they would contract a disease.
  Ghastlander | Ghastlanders are more resistant to disease as a result of adapting to an environment where it is rampant. Their effective Prowess is doubled for the purposes of determining whether or not they would contract a disease.
Glimmer | This character has cannibalized the soul(s) of another, increasing their capacity for magic while also making them more visible to others.
Glimpses | This character's can see in total darkness out to 6 meters but is blind in direct sunlight. They occasionaly glimpse images of the Unseen.
Gregor's Ghost | All von Sabots are haunted by the memories of Gregor von Sabot, feeling their sense of self very slowly shift toward the personality and beliefs of their progenitor. Their Prowess and Erudition both increase by one, but they are always tempted by their worst nature.


=H=
=H=
  Harmless | This character has had their interest in violence and rebellious spirit stamped out. If their Prowess is at zero, their other two attributes increase by one.
  Harmless | This character has had their interest in violence and rebellious spirit stamped out. If their Prowess is at zero, their other two attributes increase by one.
Heightened Senses | This vampire ignores the Overstimulated curse. For the purposes of perceiving something in their environment, their effective Cleverness is raised by one.
Hollow Bones | This character possesses hollow, brittle bones. This doesn't aid much in terms of weight, but it does enhance their stamina to an incredible degree. They will outpace anyone who does not otherwise have supernatural endurance. However, due to their fragility, their effective Prowess is halved when taking a blow.


  Hunter | This character has made a living finding those who have wronged others. For all checks related to finding or pursuing another character, they increase their effective Cleverness by half again.
  Hunter | This character has made a living finding those who have wronged others. For all checks related to finding or pursuing another character, they increase their effective Cleverness by half again.


=I=
=I=
Inhuman Hands | This character's hands are not made for using tools. Anything they wish to hold in hand and use effectively has to be custom made for them.
Immortal Infertility | This character cannot bear children with other immortals. They can with mortals.
Inhumanly Nible | This vampire's base Prowess raises by two.
Inhuman Perception | For the purposes of perceiving something in their environment, their effective Cleverness is raised by four.
Inhumanly Strong | This character is inhumanly strong, capable of feats that defy the limits of a human body.


Ironclad | This character gains a bonus equal to half their armor's rating on attacks.
=J=
=J=


=K=
=K=
Knight | Elven knights are rarely seen, but often feared. Their Prowess is increased by one.


=L=
=L=
Lancer | This character is adept at fighting on horseback. They gain a bonus of 2 to their Prowess after charging with a horse, or 1 when fighting normally.
Large Talons | This character has sharp, menacing talons where their nails should be. These cannot be retracted. They provide a bonus of 2 to Prowess. They are so obtrusive that any action requiring fine movements of their hands or fingers has a malus of one.
Lay Elf | In the Tower, lay elves were at the mercy of their Makers. Their Cleverness is increased by one.


=M=
=M=
Maker | An elven Maker is a healer without equal. By touching someone, they are able to heal their wounds. When this is used, the elf's effective Erudition lowers by one for a day as their mind is taxed by the intense concentration the healing requires. This only heals one wound at a time. To have been given this ability means they must have been altered from birth by a Maker, and that powerful elf now knows their true name.
Martial Novice¹ | This character is well trained in the use of a mundane weapon. They gain a bonus of 1 to their Prowess when wielding a weapon within that category in combat.
  Metropolitan | This character is adapted to the strictures of city life. When in a densely urbanized environment, their effective Cleverness increases by one. When outside of such environs, their effective Cleverness is reduced by one.
  Metropolitan | This character is adapted to the strictures of city life. When in a densely urbanized environment, their effective Cleverness increases by one. When outside of such environs, their effective Cleverness is reduced by one.


  Militiaman | This character was trained from a young age to do their part in a Nostrum militia. Their effective Prowess is increased by one when fighting with a spear or bow.
  Militiaman | This character was trained from a young age to do their part in a Nostrum militia. Their effective Prowess is increased by one when fighting with a spear or bow.
¹This trait is a standin for all 'Novice X' or 'Master X' with regards to mundane weapons. So when this trait is gained, if someone chooses to specialize in greatswords their trait would be 'Greatsword Novice' in that example. When they attain the rank of master, they would then be a 'Greatsword Master.' Characters who are masters in a trait are able to teach people the novice equivalent of their trait.


=N=
=N=
Natural camouflage | This character has an easier time hiding in certain environments. Their effective Cleverness increases by half again when trying to conceal themselves in X¹, while in all other environments their effective Cleverness is halved for the purposes of remaining undetected.
Near Divine | Of all the living things on Ayria, any given elf is the most closely related to the Hours. Their Erudition increases by one.
Nightvision | This character can see perfectly in total darkness, albeit only in shades of red.
Nightvision | This character's eyes reflect light like a cat's. As long as there is a trace amount of light, they're able to see in darkness.
Nimble | This vampire's base Prowess raises by one.


=O=
=O=
Officer | This character can take the Command action in combat to order his fellow allies. Allies who obey the order gain a bonus to their actions equal to half this character's combined Erudition and Cleverness.
Overstimulated | This character's senses are heightened to a far too intense degree. They are easily overwhelmed if not outright crippled by overstimulating environments.


=P=
=P=
Padded Feet | This character has soft, padded feet. They make no noise while walking as long as they aren't wearing shoes.
  Parkour! | This character can scale two meter barriers without taking an action, and can pull themselves up three meter barriers if they use their action to do so.
  Parkour! | This character can scale two meter barriers without taking an action, and can pull themselves up three meter barriers if they use their action to do so.
Partial Artificer | This character has had one or more body parts replaced by artifice, but not their whole. They share a connection with the Pit, able to feel its presence in their mind always. They no longer need to eat, drink, breathe, or sleep.


  Perceptive | This character is very perceptive. Their effective Cleverness increases by half again for the purposes of noticing something in the environment.
  Perceptive | This character is very perceptive. Their effective Cleverness increases by half again for the purposes of noticing something in the environment.
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=Q=
=Q=
Quadruped | This character is not adept at walking in a bipedal fashion, and must incorporate all four limbs to move with speed, agility, or grace.


=R=
=R=
Robust Digestion | They are able to consume raw or most dangerous food with minimal indigestion.
  Runaway | This character made an agreement with Valleymen, and then managed to escape The Kingdom of Two Valleys. Their true name is known to the Valleymen, and they are being pursued. They can raise any attribute of their choice by one, reflecting the nature of their life there.
  Runaway | This character made an agreement with Valleymen, and then managed to escape The Kingdom of Two Valleys. Their true name is known to the Valleymen, and they are being pursued. They can raise any attribute of their choice by one, reflecting the nature of their life there.
Runaway | This character is a former Verumii slave who managed to escape The Warrens. Their true name is known to the Verumii, and they are being pursued. They can raise any attribute of their choice by one, reflecting the nature of their life there.


=S=
=S=
Sharper Fangs | This vampire's fangs are always visible. They become especially pronounced and monstrous when in times of heightened emotion or when hungry. When attacking with Prowess, they provide a bonus of 1.
  Slaver | This character has made a living taking others into bondage and keeping them there. When using a weapon against someone who is unarmed, their effective Prowess raises by two.
  Slaver | This character has made a living taking others into bondage and keeping them there. When using a weapon against someone who is unarmed, their effective Prowess raises by two.
Soulless Partial Artificer | This character has had one or more body parts replaced by artifice, but not their whole. Lacking a soul, they cannot go to the Pit when they sleep. They no longer need to eat, drink, breathe, or sleep.


  Soulless | This character has no soul. When they die, they do not pass onto the Halls of the Dead or any other afterlife. They are immune to most curses. They cannot learn rituals. They cannot have their soul consumed, or consume other souls. They cannot have their true name¹ invoked. When they invoke another character's true name, their effective Erudition is always higher than the target's. Their blood cannot be used to empower magic.
  Soulless | This character has no soul. When they die, they do not pass onto the Halls of the Dead or any other afterlife. They are immune to most curses. They cannot learn rituals. They cannot have their soul consumed, or consume other souls. They cannot have their true name¹ invoked. When they invoke another character's true name, their effective Erudition is always higher than the target's. Their blood cannot be used to empower magic.
Sprinter | This character is adept at running in short sprints. Over a short distance, they can outpace anyone without this trait. However, they aren't made to sprint for long. Their Prowess is reduced by 2 after using this trait until they have a chance to rest.


  Staggering | This character is far taller than the norm for their lineage. They cannot wear armor unless it is fitted for them.
  Staggering | This character is far taller than the norm for their lineage. They cannot wear armor unless it is fitted for them.
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  Stormholder | Stormholders are adapted to life in the mountains. Stormholders increase their effective Cleverness by half again for all checks related to navigating and surviving on mountains.
  Stormholder | Stormholders are adapted to life in the mountains. Stormholders increase their effective Cleverness by half again for all checks related to navigating and surviving on mountains.


  Strong | This character is stronger than most. Their effective Prowess is increases by half again for all strength-related matters.
  Strong | This character is stronger than most. Their effective Prowess increases by half again for all strength-related matters.
 
Sunlight Sensitivity | This character is weakened by sunlight. Their skin burns easily under its intense light. Every round they spend in direct sunlight, all of their attributes reduce by one, their red eyes are visible, and their fangs protrude. If all of a vampire's attributes reduce to zero from this effect, they turn to ash. The attribute reduction remains until they've rested for a full day outside of the sun.


¹[[True Names]]
¹[[True Names]]


=T=
=T=
Talons | This character has sharp, menacing talons where their nails should be. These can be retracted.
  Trade: X¹ | This character is proficient with the techniques and tools necessary to be a passable X. When this experience is relevent, their effective Cleverness is increased by half again. This cannot be used in combat or for attacks.
  Trade: X¹ | This character is proficient with the techniques and tools necessary to be a passable X. When this experience is relevent, their effective Cleverness is increased by half again. This cannot be used in combat or for attacks.
Translucent Eyelids | This character has a second pair of translucent eyelids. While closed, they can still see (albeit not as well as if their translucent eyelids were open) even in unideal circumstances like in saltwater, extremely bright lights, or noxious gas.
Traumatic Desensitization | This character is immune to all fear based effects. Their effective Erudition is halved against all other emotion-affecting abilities.


¹Replace the 'X' in this trait's entry with any profession such as bowyery, blacksmithing, cooking, so on.
¹Replace the 'X' in this trait's entry with any profession such as bowyery, blacksmithing, cooking, so on.
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=V=
=V=
  Valeman | Valemen are renown for their physical endurance, able to toil all day at tasks that would quickly exhaust others. They are able to physically outlast anyone else without this or a similar trait.
  Valeman | Valemen are renown for their physical endurance, able to toil all day at tasks that would quickly exhaust others. They are able to physically outlast anyone else without this or a similar trait.
Vampiric Grace | This vampire's base Prowess raises by three.
Vampiric Healing | When this vampire feeds on others, their wounds stabilize and they heal all injuries they sustained overnight.
Vampiric Hunger | This character constantly craves blood. Consuming blood is like experiencing the sweetest ecstasy. Feeding from another person reduces all of their victim's attributes by one for the remainder of the day. Drinking from someone to the point of death raises the vampire's attributes by one for the remainder of the day.
Vampiric Glamor | When the vampire is in direct sunlight, their appearance always seems normal and mundane unless they have a specific bloodline curse that affects their appearance.
Vampiric Immortality | When a vampire dies, they do not stay dead. Their body will enter stasis, and there it will remain until conditions are favorable for it to reanimate. If the conditions are not favorable for long enough, the vampire may ressurect into a different corpse that gradually changes to resemble their previous form, their old body becoming ash.
Vampiric Prowess | This vampire's base Prowess increases by three.
Vampiric Regeneration | Within moments of feeding, all the vampire's wounds heal and they are refreshed as if from a full day's rest.
Vampiric Senses | For the purposes of perceiving something in their environment, their effective Cleverness is raised by two.
Vampiric Will | This vampire's base Erudition increases by two.
Verumii Trader | The Verumii need goods from the surface in order to thrive in The Warrens. This character is or was one such trader. They were not born with the Empyrean language, but they learned it and many details of Verumii culture through study.
Viele Fencing | This character is versed in the Viele fencing technique. It is intended for greatswords. In combat, they may take the Viele action. From then until their subsequent turn, anyone who walks into their melee range is struck by their sword until they are successfully parried. When using this technique with a greatsword, the wielder cannot be parried.


=W=
=W=
  Wallow | This character has grown used to hiding among others. When trying to hide in a crowd of people, their effective Cleverness is doubled.
  Wallow | This character has grown used to hiding among others. When trying to hide in a crowd of people, their effective Cleverness is doubled.
Warrens Wayfarer | This character is adept at surviving and navigating The Warrens. They increase their effective Cleverness by half again for all checks related to navigating and surviving underground.
The Westfalian Parry | When this character is wielding a sword with 2 hands, and is attacked by someone they are in range of, they may attempt their own strike instead. For the purposes of this strike, their effective Prowess increases by one. This may only be done against one attack per round.
Witchsight | This character can perceive the Glimmer of others, sensing them if they are within touching distance, or otherwise being able to see their Glimmer by sight. This sense becomes stronger in the Unseen.


=X=
=X=

Latest revision as of 18:29, 15 April 2025

This is the master list of all traits in the system, in alphabetical order. If I forget any, let me know.

If you're after some more general information on player characters or how to make a character in Medaevum, consider this page: Character Creation.

A

Abnormal Body | This character's body cannot fit normal armor or clothes, and must have custom articles made to wear.
Adelite | This character is versed in the highly ritualized, formal style of dueling practiced in Westfal. When fighting alone against another lone opponent, their Prowess increases by four.
Apologist | Some people have no moral compunctions about dealing with Valleymen, living and working in the Wet Markets as if it were any other city. Though they were not raised to speak Cthonic, they have learned it and many details of Cthonian culture through study.
Armored Fighter | This character has specialized in fighting with armor. When fighting in armor, their effective Prowess increases by one. When fighting without any armor, their effective Prowess reduces by two.
Astral Possession | This character has been possessed by an entity from beyond the stars. They have lost all memories of their prior life, and it is being slowly replaced by new ones that aren't theirs. They may, at will, permanently reduce either their Prowess or Cleverness by one to increase their Erudition by two. Any effect which would reduce this character's Erudition attribute is void.

B

Bernician | The wilds around Bernicia have long resisted taming, and so the humans there have learned to adapt to the wilds. Bernicians increase their effective Cleverness by half for all checks related to navigating and surviving forests.
Bigger Claws | The vampire has long, sharp nails that become longer, sharper, and more monstrous claws in times of heightened emotion or when hungry. When attacking with Prowess, they provide a bonus of 2.
Bloodsense | This character can sense the presence of creatures with blood in their vicinity (10 meters) without needing to see them or have line of sight on them. This works through walls and other barriers.
Burgher | A native of Luten-Augusburg, this character had adapted to life in a heavily urbanized environment. When in a densely urbanized environment, their effective Cleverness increases by one. When outside of such environs, their effective Cleverness is reduced by one.
Bushcraft | The character is adept with general survival skills and will know how to survive and navigate the wilds.

C

Clan Ayindilar | The slave soldiers of Clan Ayindilar are considered disposable and easily manufactured. Their bodies naturally produce bony plates over their body, which will shed and regrow over the course of a few days when broken. They innately possess armor as hard as bronze with a value of 3, but cannot wear normal armor.
Clan Baenre | Members of Clan Baenre are so nimble and adept at climbing that they are able to climb even the corner of a room where two walls meet. Their bodies are strangely thin yet strong, and fragile. Their effective Prowess is reduced by one.
Clan Drizzt | Members of Clan Drizzt are able to see even in total darkness. However, their eyes are completely black. Bright light, such as the sun, is painful to them. In bright conditions, their effective Cleverness is halved.
Clansman | A Nostrumite from the mountain clans, they have adapted well to living in the rough terrain of their homeland. Clansmen increase their effective Cleverness by half again for all checks related to navigating and surviving on mountains.
Claws | The vampire has long, sharp nails that become longer, sharper, and more monstrous claws in times of heightened emotion or when hungry. When attacking with Prowess, they provide a bonus of 1.
Climate Adapted | This character is adapted to certain climates. If they are adapted for heat, then they are immune to the effects of hot weather but suffer in climes climes. The inverse is true if adapted to the cold. If they are in their antithetical environment, all of their attributes are reduced by two. This includes changing seasons, i.e. cold-adapted characters during the summer in a temperate zone.
Cold Frontiersman | This character is accustomed to surviving in the cold. They have no natural protection against the cold, but their effective Cleverness is doubled for matters related to surviving and traversing cold environs.
Compelling Gaze | When they make eye contact with someone, if that person has less than half the vampire's Erudition, that person will feel compelled to obey the vampire's words. This does not work if the vampire's commands are antithetical to their victim's nature.
Cthonic Immortality | Valleymen are extremely hard to kill. They can sustain any number of wounds, even if their Prowess is reduced well below zero. If their head is cut off, they will be considered incapacitated. However, it will still take them over a month to die. Valleymen do not go to the Halls of the Dead when they die, and cannot be reached after death.
Cthonic Might | Valleymen grow stronger with age, and their muscles never atrophy. Every trait they have is treated as being an identical strength trait. For every trait they have, they require an additional serving of food more than a normal person would.
Cultist | Cultists have extreme variance in what their traits do. To learn more about cults and see their traits, start with the Cults page.

D

Darksight | Valleymen are able to see in total darkness. Their eyes glow in darkness, and are reflective like a cat's.
Daywalker | This character ignores the stat reduction elements of the Sunlight Sensitivity curse.
Debt | This character has more outstanding debt than they could reasonably be expected to pay in one lifetime.
Desert Clansman | Desert clansmen are adapted to life in the deserts around Suzer. They increase their effective Cleverness by half again for all checks related to navigating and surviving in deserts. Their effective Prowess also increases by one when fighting an adversary more armored than they are.
Divine Slave | This character was initially conceived as a servant to the Hours. They do not age. They are infertile, only able to reproduce by magical means. When their true name is invoked, their effective Erudition is always zero.
Dominating Gaze | When they make eye contact with someone, if that person has less than half the vampire's Erudition, that person will feel compelled to obey the vampire's words.
Dwarfen Instinct | This character feels compelled to learn about certain subjects, and finds themselves naturally gifted in their application. Every trait they have gives them a bonus of 1 to their Cleverness for the purposes of identifying metals, minerals, gems, and other bounties of the earth.

E

Eastlander | The average Eastlander lives half their life at sea, whether that be on rivers, the canals in their cities, or navigating the bay that their territory rings. Eastlanders increase their effective Cleverness by half again for all checks related to navigating and surviving on water.
Empyrean Historian | This character has learned to speak and read the Empyrean language, and through study has learned much about the history of the ancient empire and its exploits.
Enhanced Senses | This character posesses exceptional hearing and eyesight, their effective Cleverness increases by half again for the purposes of noticing something in the environment.
Equestrian | Westfalians are renown for their love of horses, particularly fighting on them. For any checks relating to horses or horsemanship, this Westfalian increases their effective Cleverness by half again.
Even Sharper Fangs | This vampire's fangs are always visible. They become especially pronounced and monstrous when in times of heightened emotion or when hungry. When attacking with Prowess, they provide a bonus of 2.

F

Fangs | At times of heightened emotions or when hungry, the vampire's incisors will grow more pronounced and into obvious, sharp fangs.

G

Ghastlander | Ghastlanders are more resistant to disease as a result of adapting to an environment where it is rampant. Their effective Prowess is doubled for the purposes of determining whether or not they would contract a disease.
Glimmer | This character has cannibalized the soul(s) of another, increasing their capacity for magic while also making them more visible to others.
Glimpses | This character's can see in total darkness out to 6 meters but is blind in direct sunlight. They occasionaly glimpse images of the Unseen.
Gregor's Ghost | All von Sabots are haunted by the memories of Gregor von Sabot, feeling their sense of self very slowly shift toward the personality and beliefs of their progenitor. Their Prowess and Erudition both increase by one, but they are always tempted by their worst nature.

H

Harmless | This character has had their interest in violence and rebellious spirit stamped out. If their Prowess is at zero, their other two attributes increase by one.
Heightened Senses | This vampire ignores the Overstimulated curse. For the purposes of perceiving something in their environment, their effective Cleverness is raised by one.
Hollow Bones | This character possesses hollow, brittle bones. This doesn't aid much in terms of weight, but it does enhance their stamina to an incredible degree. They will outpace anyone who does not otherwise have supernatural endurance. However, due to their fragility, their effective Prowess is halved when taking a blow.
Hunter | This character has made a living finding those who have wronged others. For all checks related to finding or pursuing another character, they increase their effective Cleverness by half again.

I

Inhuman Hands | This character's hands are not made for using tools. Anything they wish to hold in hand and use effectively has to be custom made for them.
Immortal Infertility | This character cannot bear children with other immortals. They can with mortals.
Inhumanly Nible | This vampire's base Prowess raises by two.
Inhuman Perception | For the purposes of perceiving something in their environment, their effective Cleverness is raised by four.
Inhumanly Strong | This character is inhumanly strong, capable of feats that defy the limits of a human body.
Ironclad | This character gains a bonus equal to half their armor's rating on attacks.

J

K

Knight	| Elven knights are rarely seen, but often feared. Their Prowess is increased by one.

L

Lancer | This character is adept at fighting on horseback. They gain a bonus of 2 to their Prowess after charging with a horse, or 1 when fighting normally.
Large Talons | This character has sharp, menacing talons where their nails should be. These cannot be retracted. They provide a bonus of 2 to Prowess. They are so obtrusive that any action requiring fine movements of their hands or fingers has a malus of one.
Lay Elf | In the Tower, lay elves were at the mercy of their Makers. Their Cleverness is increased by one.

M

Maker | An elven Maker is a healer without equal. By touching someone, they are able to heal their wounds. When this is used, the elf's effective Erudition lowers by one for a day as their mind is taxed by the intense concentration the healing requires. This only heals one wound at a time. To have been given this ability means they must have been altered from birth by a Maker, and that powerful elf now knows their true name.
Martial Novice¹ | This character is well trained in the use of a mundane weapon. They gain a bonus of 1 to their Prowess when wielding a weapon within that category in combat.
Metropolitan | This character is adapted to the strictures of city life. When in a densely urbanized environment, their effective Cleverness increases by one. When outside of such environs, their effective Cleverness is reduced by one.
Militiaman | This character was trained from a young age to do their part in a Nostrum militia. Their effective Prowess is increased by one when fighting with a spear or bow.

¹This trait is a standin for all 'Novice X' or 'Master X' with regards to mundane weapons. So when this trait is gained, if someone chooses to specialize in greatswords their trait would be 'Greatsword Novice' in that example. When they attain the rank of master, they would then be a 'Greatsword Master.' Characters who are masters in a trait are able to teach people the novice equivalent of their trait.

N

Natural camouflage | This character has an easier time hiding in certain environments. Their effective Cleverness increases by half again when trying to conceal themselves in X¹, while in all other environments their effective Cleverness is halved for the purposes of remaining undetected.
Near Divine | Of all the living things on Ayria, any given elf is the most closely related to the Hours. Their Erudition increases by one.
Nightvision | This character can see perfectly in total darkness, albeit only in shades of red.
Nightvision | This character's eyes reflect light like a cat's. As long as there is a trace amount of light, they're able to see in darkness.
Nimble | This vampire's base Prowess raises by one.

O

Officer | This character can take the Command action in combat to order his fellow allies. Allies who obey the order gain a bonus to their actions equal to half this character's combined Erudition and Cleverness.
Overstimulated | This character's senses are heightened to a far too intense degree. They are easily overwhelmed if not outright crippled by overstimulating environments.

P

Padded Feet | This character has soft, padded feet. They make no noise while walking as long as they aren't wearing shoes.
Parkour! | This character can scale two meter barriers without taking an action, and can pull themselves up three meter barriers if they use their action to do so.
Partial Artificer | This character has had one or more body parts replaced by artifice, but not their whole. They share a connection with the Pit, able to feel its presence in their mind always. They no longer need to eat, drink, breathe, or sleep.
Perceptive | This character is very perceptive. Their effective Cleverness increases by half again for the purposes of noticing something in the environment.
Polyglot: X¹ | This character was not raised with the X language, but has learned to understand it through study.

¹Replace the 'X' in this trait's entry with any of the languages listed for nations other than what this character is native to, i.e. Cthonian, Westfalian, so on.

Q

Quadruped | This character is not adept at walking in a bipedal fashion, and must incorporate all four limbs to move with speed, agility, or grace.

R

Robust Digestion | They are able to consume raw or most dangerous food with minimal indigestion.
Runaway | This character made an agreement with Valleymen, and then managed to escape The Kingdom of Two Valleys. Their true name is known to the Valleymen, and they are being pursued. They can raise any attribute of their choice by one, reflecting the nature of their life there.
Runaway | This character is a former Verumii slave who managed to escape The Warrens. Their true name is known to the Verumii, and they are being pursued. They can raise any attribute of their choice by one, reflecting the nature of their life there.

S

Sharper Fangs | This vampire's fangs are always visible. They become especially pronounced and monstrous when in times of heightened emotion or when hungry. When attacking with Prowess, they provide a bonus of 1.
Slaver | This character has made a living taking others into bondage and keeping them there. When using a weapon against someone who is unarmed, their effective Prowess raises by two.
Soulless Partial Artificer | This character has had one or more body parts replaced by artifice, but not their whole. Lacking a soul, they cannot go to the Pit when they sleep. They no longer need to eat, drink, breathe, or sleep.
Soulless | This character has no soul. When they die, they do not pass onto the Halls of the Dead or any other afterlife. They are immune to most curses. They cannot learn rituals. They cannot have their soul consumed, or consume other souls. They cannot have their true name¹ invoked. When they invoke another character's true name, their effective Erudition is always higher than the target's. Their blood cannot be used to empower magic.
Sprinter | This character is adept at running in short sprints. Over a short distance, they can outpace anyone without this trait. However, they aren't made to sprint for long. Their Prowess is reduced by 2 after using this trait until they have a chance to rest.
Staggering | This character is far taller than the norm for their lineage. They cannot wear armor unless it is fitted for them.
Stealthy | This character is adapt at hiding, increasing their effective Cleverness by half again for all checks related to concealing themselves in the environment.
Stormholder | Stormholders are adapted to life in the mountains. Stormholders increase their effective Cleverness by half again for all checks related to navigating and surviving on mountains.
Strong | This character is stronger than most. Their effective Prowess increases by half again for all strength-related matters.
Sunlight Sensitivity | This character is weakened by sunlight. Their skin burns easily under its intense light. Every round they spend in direct sunlight, all of their attributes reduce by one, their red eyes are visible, and their fangs protrude. If all of a vampire's attributes reduce to zero from this effect, they turn to ash. The attribute reduction remains until they've rested for a full day outside of the sun.

¹True Names

T

Talons | This character has sharp, menacing talons where their nails should be. These can be retracted.
Trade: X¹ | This character is proficient with the techniques and tools necessary to be a passable X. When this experience is relevent, their effective Cleverness is increased by half again. This cannot be used in combat or for attacks.
Translucent Eyelids | This character has a second pair of translucent eyelids. While closed, they can still see (albeit not as well as if their translucent eyelids were open) even in unideal circumstances like in saltwater, extremely bright lights, or noxious gas.
Traumatic Desensitization | This character is immune to all fear based effects. Their effective Erudition is halved against all other emotion-affecting abilities.

¹Replace the 'X' in this trait's entry with any profession such as bowyery, blacksmithing, cooking, so on.

U

V

Valeman | Valemen are renown for their physical endurance, able to toil all day at tasks that would quickly exhaust others. They are able to physically outlast anyone else without this or a similar trait.
Vampiric Grace | This vampire's base Prowess raises by three.
Vampiric Healing | When this vampire feeds on others, their wounds stabilize and they heal all injuries they sustained overnight.
Vampiric Hunger | This character constantly craves blood. Consuming blood is like experiencing the sweetest ecstasy. Feeding from another person reduces all of their victim's attributes by one for the remainder of the day. Drinking from someone to the point of death raises the vampire's attributes by one for the remainder of the day.
Vampiric Glamor | When the vampire is in direct sunlight, their appearance always seems normal and mundane unless they have a specific bloodline curse that affects their appearance.
Vampiric Immortality | When a vampire dies, they do not stay dead. Their body will enter stasis, and there it will remain until conditions are favorable for it to reanimate. If the conditions are not favorable for long enough, the vampire may ressurect into a different corpse that gradually changes to resemble their previous form, their old body becoming ash.
Vampiric Prowess | This vampire's base Prowess increases by three.
Vampiric Regeneration | Within moments of feeding, all the vampire's wounds heal and they are refreshed as if from a full day's rest.
Vampiric Senses | For the purposes of perceiving something in their environment, their effective Cleverness is raised by two.
Vampiric Will | This vampire's base Erudition increases by two.
Verumii Trader | The Verumii need goods from the surface in order to thrive in The Warrens. This character is or was one such trader. They were not born with the Empyrean language, but they learned it and many details of Verumii culture through study.
Viele Fencing | This character is versed in the Viele fencing technique. It is intended for greatswords. In combat, they may take the Viele action. From then until their subsequent turn, anyone who walks into their melee range is struck by their sword until they are successfully parried. When using this technique with a greatsword, the wielder cannot be parried.

W

Wallow | This character has grown used to hiding among others. When trying to hide in a crowd of people, their effective Cleverness is doubled.
Warrens Wayfarer | This character is adept at surviving and navigating The Warrens. They increase their effective Cleverness by half again for all checks related to navigating and surviving underground.
The Westfalian Parry | When this character is wielding a sword with 2 hands, and is attacked by someone they are in range of, they may attempt their own strike instead. For the purposes of this strike, their effective Prowess increases by one. This may only be done against one attack per round.
Witchsight | This character can perceive the Glimmer of others, sensing them if they are within touching distance, or otherwise being able to see their Glimmer by sight. This sense becomes stronger in the Unseen.

X

Y

Z