Traits: Difference between revisions
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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. | |||
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Revision as of 07:19, 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
Abnormal Body | This character's body cannot fit normal armor or clothes, and must have custom articles made to wear.
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
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.
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.
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.
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.
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.
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.
J
K
L
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.
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
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.
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.
O
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.
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
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.
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 is increases by half again for all strength-related matters.
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.
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.
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.
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.