Traits: Difference between revisions

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=A=
=A=
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.


=B=
=B=
Bushcraft | The character is adept with general survival skills and will know how to survive and navigate the wilds.
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.
 
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=
=C=
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.


=D=
=D=
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.


=E=
=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.
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.


=F=
=F=


=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.


=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.
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=
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=M=
=M=
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.


=N=
=N=
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=R=
=R=
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.


=S=
=S=
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 | 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.


  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.
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 is increases by half again for all strength-related matters.
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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.


=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.


=X=
=X=

Revision as of 07:06, 14 March 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

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.

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.
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

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.

D

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.

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.
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.

F

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.

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.
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

J

K

L

M

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.

N

O

P

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.
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

R

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.

S

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 | 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.
Staggering	| This character is far taller than the norm for their lineage. They cannot wear armor unless it is fitted for them.
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.

¹True Names

T

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.

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.

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.

X

Y

Z