This game is under construction

 

4. Secondary Trait List.
Secondary traits come in all manner of different forms. The list below relates to fantasy gaming and is divided according to the Primary trait that each Secondary trait is linked to.

Following this are additional skills for various other genres of gaming, including science fiction, cyberpunk, 1920s, and so on.

 
 
 
Agility Linked Traits.
Skill
Type
Description
Acrobatics
Natural
Ability to jump, roll, tumble, spin etc., usually to get out of the way of something harmful or to catch or grab something. 
Climb
Inherent
Ability to find handholds and footholds and safely travel up a steep or sheer rock face. Includes climbing stone walls, using grappling hooks and ropes, and so on. 
Contort
Trained
Ability to alter the body in unnatural ways, often as a means of escape or to reach the normally unreachable. 
Dance
Natural
Ability to move the body with grace and elegance in dance. 
Dodge
Inherent
Ability to get out of the way of anything dangerous, including enemy weapons in combat, rockslides, falling masonry, charging rhinos etc. 
Jump
Inherent
Ability to leap long distances or to great heights. 
Martial Arts Strike
Trained
Ability to use the hands as weapons beyond normal punching, and the feet as weapons beyond normal kicking. Also allows attacks and defences in any direction without penalty. Normal punching has a base damage of 2, normal kicking is 1. At level 4 and 5 both have a +0 modifier, at level 6 and 7 both have a base damage of +1, at level 8 and 9 base damage is +2, and so on, adding +1 for every two levels of skill. Damage may be sacrificed for speed, reducing the base damage by 2 to allow an attack costing only 1 AP (level 4 and above), or reducing base damage by 4 to allow an attack costing only ½ AP (level 6 and above).
Martial Arts Special
Trained
Ability to do high somersaults and spectacular leaps, often in combination with attacks or parries. May be used to Escape. At level 4 the character may leap over an opponent (leaping to a height of up to 3 metres to a distance of 2 hexes, using 2 APs), and use smoke bomb effects (the character’s hex or an adjacent hex is filled with smoke, cost 1 AP, blocking all vision). At level 5 the character may leap backwards up to 3 metres into the corner of a room and stick there, and run silently over any surface. At level 6 the character automatically senses any danger within 10 metres (10 hexes). At level 7 he has the abilities of a spider, able to crawl up walls and even across ceilings. Characters cannot pick up this trait unless specifically approved, and is generally reserved for certain campaigns and certain occupations
Ride Horse
Natural
Ability to ride a horse without falling off, and to get it to do what the character wants it to. 
Run Like Hell
Inherent
This trait is used when the character is trying to get away from pursuit, or when pursuing (the pursuer uses his Run Like Hell trait opposed by the pursued’s trait to try to get closer). It is also used for athletic races. 
Sealegs
Natural
Ability to perform normal actions on a rocking boat or ship. Failure on a Sealegs roll means the character suffers a skill penalty for a difficult action, or cannot perform it (at the referee’s discretion), success means he can perform the action as he would on steady ground. 
Stealth
Inherent
Ability to sneak up on someone without them being aware of the character’s presence. 
Swim
Natural
Ability to stay afloat and propel oneself through the water. 
 
  
 
Aura Linked Traits.
Skill
Type
Description
Acting
Natural
Ability to convincingly fake behavior and feelings or behave as someone else.
Animal Affinity
Natural
Ability to get a good response out of an encounter with an animal. Wild birds will eat from his hand, bears will let him share their cave, angry bees will sting someone else, and the wildest horse will let him ride.
Bargain
Natural
Ability to bargain a price in the character’s favor. Also applies to non-financial bargaining. May be used as Diplomacy -2
Beastspeak
Trained
Ability to communicate with animals of any species. Animals will communicate with a sophistication appropriate to their intelligence and abilities (thus asking a cow if the Count of Imry has gone past is somewhat pointless). This trait cannot be normally acquired; it is available only to shamans, certain races and certain character classes as allowed by the referee.
Berserker
Natural
. Ability to work oneself up into a berserk rage and use the resultant energy in battle. 2 turns must be used to work up the rage, and if the trait roll is successful then from the third turn onwards all Combat traits are increased by 2 in attack only. 
Charm
Natural
Ability to get others to view the character favorably. May be used as Seduction trait at -1. 
Child Affinity
Natural
Ability to get a good response out of an encounter with a child. Even the most reluctant child will open up and be friendly after a while
Defy Detection
Natural.
As per Hide trait, but against attempts at detection by magic, psionics or second sight. Note: The base of this trait is the reverse of Aura. That is, an Aura of 2 is the same, but the higher the Aura the lower the base. Thus an Aura of 3 gives a base of 1; an Aura of 4 gives a base of 0, and so on.
Diplomacy
Natural
Ability to talk to other groups on their own terms, and bring hostile groups together
Faith
Natural
Level of belief in the god or belief system of the character. Used for acts of faith and testing faith, and very important for a cleric
Leadership- Charismatic
Natural
Ability to get others to follow the character, not through proven ability or authority but by inexplicable faith. 
Magic Resistance
Inherent
Resistance to the effects of controlling magics
Mimic
Natural
Ability to imitate the movement, speech or behavior of another with accuracy
Orate
Natural.
Ability to make inspiring speeches to a crowd or group.
Persuade
Inherent.
Ability to convince another individual to do something, or of the truth of an argument (whether true or not).
Plant Affinity
Natural.
Ability to get a good response (usually by growing well) out of a plant. Also works like an animal affinity with intelligent or mobile plants.
Premonition
Trained.
Ability to see, in flashes, anything relevant that is about to happen within his visual range within the next few turns (1 turn for levels 4-5, two turns for level 6+). At the end of any enemy turn the character may reverse everything that has happened and return to the end of the previous enemy turn (i.e. what happened did not actually happen, it was just a vision). This reversal may only be done once. At level 3 and below the trait has no practical application, but the character feels he has a gift of foresight. 
Recruiting
Natural.
Ability to get people to volunteer for something ("Who’s with me men!") Note that this does not affect their enthusiasm after recruitment ("Why the hell did we listen to this bozo?").
Resources
Natural.
The character has contacts. If looking for an informant, equipment, a source of money etc. he can always call on "good ol’ uncle such-and-such" who has a business in that area or has those resources at his fingertips. The character rolls on the trait to see if he has such a source. Of course he must be able to get there (these resources will usually be in his home town) and anything given is usually on a loan basis. ("Of course you can use my talisman, nephew, just don't damage it, it’s very valuable"), with the appropriate consequences if it is not returned ("You did what with it?").
Second Sight
Trained.
Ability to detect auras and sense spirits. On a successful roll the character can detect a character’s alignment or truthfulness, and can sense the presence of ghosts demons etc. (including whether someone is possessed or not).
Seduction
Natural.
Ability to gain sexual or other favors through seduction. Normally applies to the opposite sex, but can be stretched to include other situations. Race is not usually a barrier. Can be used as Charm at -1, but only with the opposite sex (etc.). 
Sense Corruption
Trained.
Ability to sense decay, rot, disease, the effects of chaos, and anyone totally devoted to Chaos (i.e. Chaos Warriors, Chaos Sorcerors, Chaos Priests NOT someone of chaotic alignment) within range. This sense does provide direction and location of the corruption (though not with pinpoint accuracy). It appears to the character as a distasteful feeling of corruption. Level 2-3 will alert him to corruption in the same zone, levels 4-5 in adjacent zones, and 6+ up to two zones away. No roll is necessary for this sense unless the corruption is faint.
Sense Danger
Trained.
Uncanny ability to sense danger. If anything threatens the character within range then he will be aware that something is wrong, that some danger is around. This includes the approach of enemies, hostile animals, traps he is moving towards and may trigger, and so on. The ability doesn’t give any direction or source, but merely puts him on his guard (remember Spiderman: "My spider sense is tingling!"). The character may always defend himself against an ambush or surprise attack, and may always try to dodge traps he sets off. This sense will wake a sleeping character. Level 2-3 will alert him to danger in the same zone, levels 4-5 in adjacent zones, and 6+ up to two zones away. No roll is necessary for this sense unless the danger is faint
Sense Intention
Trained.
Ability to sense the basic intention of any other character or creature within the same zone towards him. This includes hostility, hatred, fear, love, fondness, comradeship, indifference, and so on. This is a passive ability, the character automatically sensing the intentions of those around him. Accurate sensing requires a successful roll per person, failure means he cannot read that person (ever).
Sense Magic
Trained.
Ability to sense any magical object or enchantment, and sense if a character is a magic user (i.e. has any magical trait). He can sense how strong something is, but should not be told in terms of numbers, the referee using words like "strong", "very strong", "weak", "faint", "stronger than you’ve ever come across" and so on. The referee should be consistent in this, checking the numbers himself and basing his descriptions on what the character has already experienced. This is an active ability, and the character must decide that he wants to sense the magic around him before it works (i.e. A powerful magical object can be right next to him, but if he doesn’t use his Sense Magic he will not see it). Note that this ability also applies to Psionics and psychically charged objects. Accurate sensing requires a successful roll per person or object, failure means he cannot read that person or object (ever).
Storytelling
Natural..
Ability to tell a story with sufficient passion and voice as to make it interesting to others
 
 
 
Awareness Linked Traits.
Skill
Type
Description
Dark Sense
Special
Note: humans do not have and cannot acquire this trait, but it is inherent for creatures that have it. 
Sonar sense
Special
the ability to produce small clicks of high frequency sound and form images from their reflections
Hearing
Inherent
The sensitivity of the character’s ears to sound
Infravision
Special
Note: humans do not have and cannot acquire this trait, but it is inherent for creatures that have it. The ability to see in the infrared, and thus detect heat sources
Night Vision
Natural
Ability to see in low light conditions. Trait is inherent for some races.
Observe
Inherent
The ability of the mind to process its sensory information efficiently. Includes looking and listening. Used to notice things not easily detected (such as the very small) or difficult to separate from their background (such as a rabbit in a field, or one person’s voice at a noisy party).
Search
Inherent
The ability of the senses to detect specific items, such as gold or gemstones. Used for searching rooms, finding needles in haystacks, and seeing traps before they are sprung
Sight
Inherent
The sharpness of the character’s eyesight
Smell/Taste
Inherent
The chemical processors of the body, used to detect the presence of varying substances such as poisons, body odors, chemicals, drugs etc. Smell and taste are in reality the same sense, one operating through the nose, the other through the mouth (try eating with your nose pegged and see how much you can taste).
Touch
Inherent
The sensitivity of the skin to texture, temperature etc
 
 
Body Linked Traits.
Skill
Type
Description
Bonehead
Trained
This trait may only be acquired when the character is generated, and may not be further increased by XPs. Whenever the character takes enough damage to be Downed he may roll against his Bonehead trait. If successful he may stay on his feet. Every time the character takes any damage that would normally Down him (even after previous successful Bonehead rolls) he must roll again, failure meaning he is Down. Successful rolls do not prevent the character from pretending to go down
Disease Resistance
Inherent
Resistance to the virulence and effects of disease
Fire Resistance
Inherent
Resistance to the damaging effects of flame and other forms of pure energy
Poison Resistance
Inherent
Resistance to the effects of poison. Includes resistance to the effects of alcohol
 
 
Dexterity Linked Traits.
Skill
Type
Description
Ambidextrous
Natural
Ability to use the non-favored side (the left for right-handers). When performing an action with the non-favored side the character uses the level of the trait being used OR the ambidextrous trait, whichever is the lesser
Armory
Trained
Ability to design and manufacture armor
Backstab
Natural
Ability to jump on an unwary opponent and kill him before he can react. Commonly used by thieves in place of combat traits
Blacksmith
Trained
Ability to shape metal into useful items (horseshoes, grappling hooks, ploughshares, axe-heads etc.) and to repair more complex weapons
Carpentry
Trained
Ability to shape wood into useful items such as furniture, and use wood in larger constructions such as houses
Combat-Axe & Mace
Natural
Use of all heavy, counterbalanced weapons, with a wooden haft and a heavy, metal head used for smashing (maces) or chopping (axes)
Combat-Blades
Natural
Use of all swords and knives
Combat-Bows
Natural
Use of all types of bow weapon except crossbows and longbows. May be used as Combat-Longbows at -1, or Combat-Crossbows at -2
Combat-Brawl
Natural
Use of fists, feet etc. and improvised weapons such as pool cues and broken bottles
Combat-Chains
Natural
Use of flexible weapons such as whips and chains, and weapons in two or more parts connected by rope or chain, such as flails, nunchaku, morning stars and other similar weapons
Combat-Crossbows
Natural
Use of all stock-mounted ballistae
Combat-Halberds
Natural
Use of all counterbalanced cut and thrust weapons, combining the chopping power of an axe with the thrusting ability of a spear. Includes poleaxes, halberds, bills, guisarmes, lochaber axes, and so on.
Combat-Lances
Natural
Use of all thrusting spears used from horseback, including stabbing down at infantry, charging with couched lance, thrusting with both hands at cavalry, and so on. May be used as Combat-Thrusting Spears at -1.
Combat-Longbows
Natural
Use of all outsized bow weapons firing large arrows. May be used as Combat-Bows at -1
Combat-Slings
Natural
Use of all sling weapons including the staff sling
Combat-Throwing Blades
Natural
Use of throwing knives, throwing axes, and similar weapons such as shuriken (star knives).
Combat-Throwing Spears
Natural
Use of all javelins, including heavy javelins such as the pilum and angon
Combat-Thrusting Spears
Natural
Use of all thrusting spears used on foot, including short spears, long spears, pikes, and javelins used for thrusting. Also used for staves and blunt poles. May be used as Combat-Lances at -1 if the character has a Ride Animals trait, or at -2 if not
Conceal
Inherent
Ability to hide small objects on the body
Cooper
Trained
Ability to make suitable watertight barrels
Forgery
Trained
The ability to produce convincing copies of artifacts, signatures etc
Jewelry
Trained
Ability to design and manufacture fine jewelry from precious metals and stones
Juggling
Trained
Ability to manipulate several things at once, usually while the objects are airborne
Metalsmith
Trained
Ability to design and shape all metals (primarily gold and silver) into finely crafted articles such as plates, plaques, etc
Musician (per instrument)
Trained
Ability to play a particular musical instrument
Oars
Natural
Skill in the use of oars, from small rowing boats to huge galleys
Pick Lock
Trained
Ability to open mechanical locks without a key. Requires a set of lock picks, or with a penalty of -1 similar items adapted to that purpose (such as wire, hairpins etc.).
Pickpocket
Natural
Ability to remove items from clothing without their wearers being aware
Pilot Boat
Natural
Ability to control the movements of a small vessel
Plumbing
Trained
Ability to install and repair pipes, taps, drains, pumps etc. for the movement of water
Pottery
Trained
Ability to create ceramic bowls, pots, jugs and the like, including knowledge of firing, glazing etc
Sculpture
Trained
Ability to shape inanimate substances into the appearance of other forms
Sleight of Hand
Trained
Ability to deceive the eyes of another by quick hand movements. Most common is appearing to throw something away while keeping it, appearing to swallow a tablet while keeping it the hand, ensuring that a ball and cup game always comes out the character’s way, and so on
Stonemasonry
Trained
Ability to carve and chip stone into decorations, inscriptions, wall-bricks etc
Throw
Inherent
Ability to accurately throw an object. May not be used as a Combat trait with throwing weapons (but may be used to throw a weapon to someone else).
Traps
Trained
Ability to build, set and remove traps
Weaponsmith
Trained
Ability to design and create complex weapons, such as swords

 Note on Combat Traits.

Each Combat trait is the ability to use a class of weapons with skill. Some Combat traits (skills) may be used as others but with a penalty. Combat traits are separate traits depending on the type of weapon being used.

It should be noted that animals, demons etc. will often have their own Combat traits, like Combat-Claws, or Combat-Trample. These are used like normal combat traits, except where otherwise specified.

Combat traits that can be used as other combat traits allow the character to use a similar weapon to that with which he is trained, but at a penalty. For example, a character with Combat-Bows 3 may use a longbow at level 2 or a crossbow at level 1 without having those combat traits. Of course if he also has Combat-Longbows he would normally use this trait, unless his Combat-Bows -1 is higher.

 
Mind Linked Traits.
Skill
Type
Description
Agriculture
Trained
Understanding of farming, growing crops, dealing with pests, preparing ground for planting etc
Animal Lore
Natural
Knowledge of animals and their behavior (Zoology & Natural History
Arcane Lore
Trained
Knowledge of runes, magical signs, the existence of tomes, the history of great wizards etc. This trait is also used to identify spells and discover what they do
Armor Repair
Trained
Knowledge of how to fix damaged armor , adapt it for other uses, and construct armor from its basic components
Artillery
Trained
Knowledge of how to operate engines of war
Battlefield
Trained
Ability to organise a military force on the battlefield to best effect
Decorator
Trained
Ability to paint and arrange decors to be aesthetically pleasing
Disguise
Trained
Ability to obscure one’s own features and appearance to blend in with a crowd or to superficially resemble someone else
Evaluate
Natural
The ability to gauge the value of significant items, usually gemstones, jewelry, antiques and the like. Rolls should be made by the referee, who then gives a value on the item. A Perfect roll produces an accurate valuation, a Success within 10%, a Failure from 10% to 50% and a Fumble should be at least 50% off.
Fast Talk
Inherent
The ability to talk one’s way out of trouble, or come up with quick explanations
Field Engineering
Trained
The knowledge of how to dig trenches, throw up ramparts, construct makeshift bridges, built on-site towers etc.
First Aid
Trained
Ability to handle minor injuries and stabilize more serious injuries. A successful roll on the First Aid skill will allow the character to recover 1d3 hit points. This may only be done once per wound (ever, no matter how many characters can do it), and only once per turn. A Perfect will recover 3 hit points (without rolling 1d3), a Fumble will do 1d3 points of damage. Even if a mortally wounded character is not healed sufficiently to become merely wounded, so long as at least 1 point is healed by first aid the character’s survival time is doubled
Gambling
Natural
Knowledge of games of chance, odds, and how to use them to one’s own advantage
Helm
Trained
Knowledge of how to steer a ship or boat. Includes predicting the movements of other ships
Herbs and Poisons
Trained
Knowledge of herbs and poisons and how they can be used to heal or harm. Also allows detection of poisons (if they can be smelt or tasted)
History
Natural
A knowledge of history in general and of one’s own area in particular. This skill can be specialized into different areas of history. Note that the "history" known will usually be biased in favor of the character’s own culture.
Horsemanship
Trained
A knowledge of how to look after horses, including breeding and training
Husbandry
Trained
A knowledge of how animals breed, and how they can be paired to strengthen the desired bloodlines
Insight
Inherent
Best described as a lightbulb over the head. Insight does not provide new information, but allows the referee to tell the player something he has not worked out himself from the information he has (or that the character should have).
Language (Other)
Trained
Ability to speak a specific language, per language. If the character was not brought up with the language he will speak with an accent up to level 6 (although in conjunction with Acting or Mimic he may overcome this). Level 2 means the character can make himself understood in most common situations, level 4 means he is fluent but with a strong accent, level 6 means he can convey complex ideas but with a bit of an accent. Accent finally disappears at level 7.
Law
Natural
A knowledge of laws in general and the law of one’s own society in particular
Leadership
Natural
Ability to competently lead others. Compare with Aura linked trait Charismatic Leadership. A good example of these is Captain Jean-Luc Picard (Leadership) and Captain James Tiberius Kirk (Charismatic Leadership). The former uses his knowledge and leadership ability to lead but is not particularly charismatic, while the latter uses his charisma and obsessions, but is not a particularly intelligent leader
Linguistics
Natural
Knowledge of language structures and forms, usually with a smattering of common words from many languages
Lip Read
Natural
Ability to work out what is being said by watching the movement of another’s lips. If not being spoken to directly (which does not require a trait roll) a roll is made per word
Locks
Trained
The knowledge of how locks work, how to repair and build them, and how they can be got around. Can be used as Pick Lock at -2.
Map-making
Natural
Ability to observe features and distances and draw them onto maps
Mathematics
Natural
Understanding of numbers and how they relate
Mech Devices
Natural
Knowledge of how mechanical devices work, including locks, traps, gears, levers, clocks etc. May be used to pick locks and disarm traps at -2.
Memorize
Trained
Ability to consciously read, observe, listen to etc. something and remember it with detailed accuracy. Note that this is not automatic, the character must specify what he is memorizing beforehand.
Memory
Inherent
Normal recollection of events. For example, where Memorize would be used to remember the words of a particular page on a book, Memory would be used to remember the basic story, who wrote it, the names of the characters and so on
Mime
Natural
Ability to get across a story or impression purely through actions. Can be used as a form of communication to relay signaled messages
Mineral Lore
Natural
Knowledge of the land and what minerals can be found there (Geology).
Mining
Trained
Ability to design and dig tunnels so that they will not collapse.
Naval Tactics
Trained
Knowledge of military tactics as pertains to warships, including boarding and ramming
Navigation
Inherent
Skill in plotting an accurate course to get from one place to another
Own Language
Inherent
Ability to speak one’s own language
Painting
Natural
Knowledge of color and light and how to recreate it on a flat surface with pigments
People Lore
Natural
Knowledge of people and how they interact and behave (Psychology & Sociology)
Plant Lore
Natural
Knowledge of plants, their growth and uses, particularly crops and forestry (Botany).
Poetry
Natural
Knowledge of words and sounds and how to put them together in rhythmic form to express feelings and events.
Potionmaking
Trained
Knowledge of how to mix certain ingredients to create a viable potion.
Read/Write
Trained
Ability to understand and write the characters of any language known to the character. This need not be a separate skill for each language or character set, as someone who can read and write their own language will have sufficient knowledge of any other language they might be able to speak.
Religion
Natural
Knowledge of the beliefs and rituals of a particular religion. This is a separate trait for each religion, but also includes basic knowledge of other religions and gods
Runes
Trained
Like a language system this trait is the knowledge of magical symbols and how to use them. It allows a character to inscribe objects with runes and thus render it magical. The character must know the spell or have the runes to copy from. Level 4 is required to focalize an object with runes, level 5 to enchant and level 6 to enhance. Guessing at an unknown rune is possible, but requires a trait roll for each rune
Sails
Trained
Knowledge of winds, sails and how to use them to drive the vessel to which they are attached in the desired direction
Sea Lore
Natural
Knowledge of the sea, fish, seabirds, sea monsters, etc
Seamanship
Natural
Knowledge of ships and winds, how they function and how they move
Sign Lore
Natural
Knowledge of signs, omens and portents and their meanings
Singing
Natural
Knowledge of how to use the voice melodically in song
Spells
Trained
Ability to use magic. There are numerous spell traits, each representing a different school of thought or training. See the Magic section for greater detail
Star Lore
Natural
Knowledge of the stars and planets and their movement (Astronomy).
Streetwise
Natural
Knowledge of where to go, who to see, and what to do to achieve something in the city streets
Supernatural Lore
Natural
Knowledge of the spirit world
Team
Natural
Ability to co-ordinate one’s efforts with others, particularly in combat. Provides a bonus of +1 to any trait used in defence in combat if standing together (adjacent hexes) with at least five other characters also trained Team, and +2 if standing with at least fifty others of this type
Trading
Natural
Knowledge of the value of goods and how to haggle and trade. Basic merchant ability
Weather Lore
Natural
Knowledge of weather patterns (Meteorology).
Wilderness Survival
Natural
Knowledge of where to find food, water or shelter in the wild
World Lore
Inherent
Knowledge of the game world in general, including geography, races and animals. This is usually biased and distorted by the world view of the character’s own people.
 
 
Size Linked Traits.
Skill
Type
Description
Hide
Inherent
Knowledge of how to conceal oneself to prevent detection. Important Note: The base of this trait is the inverse of Size. Thus Size 1 gives a base of 3, Size 2 gives a base of 2, Size 3 gives a base of 1, Size 4 gives a base of 0, and so on.
 
 
 
Multiple Linked Traits.
Multiple linked traits are linked to more than one trait. To determine the base the two traits are added, then the total halved, any odd halves being ignored. Thus Tracking (Mind and Aura) for a character with a Mind of 3 and an Aura of 4 would be 3 (3 + 4 = 7, halved to 3½, ignore half). 
Skill
Type
Traits 
Description
Intimidation
Natural
Aura & Size
Ability to force others to comply with veiled threats
Surgery
Trained
Dexterity & Mind
Ability to close wounds, remove organs etc., appropriate to the culture
Tracking
Trained
Aura & Mind
Ability to follow the trail left by an animal or person
 
 Negative Linked Traits.
All negative traits are regarded as Trained traits, which means if they are not taken they have no effect. Negative traits are not rolled on by the player, but by the referee, on behalf of the trait. Thus if the roll succeeds the trait succeeds in controlling the character’s behavior, regardless of the player’s wishes.  
 
Aura Negative Traits.
Negative Trait
Description
Animal Hostility
Always gets a negative response out of an encounter with an animal. Dogs growl at his approach, horses get skittish, chickens run away clucking.
Child Hostility
Always gets a negative response out of an encounter with a child. Children shy away and avoid him
Code-Arbitrary
The character will be arbitrary in everything. The player must continually roll dice to see what his reaction will be to situations. He may save the life of his worst enemy one minute and let his best friend die the next. He is quite unpredictable, and will not always act in his own best interest. If the player wishes to make a specific action he must roll against the trait to do so, otherwise he will be arbitrary (but may end up doing it anyway).
Code-Lawuser
The character will use the law to benefit himself, but will not actually break it. He will never take a bribe, as this is against the law, but if shown that the receipt of certain remunerations and compensations is not technically illegal he will happily grab the cash. If the player wishes to consciously break the law (any law, including going against a "Don’t Walk On The Grass" sign) he must roll against the trait to do so, otherwise he must be technically obedient to the law
Code-Lawful
The character will obey the law, strictly in most cases. He will bend the law if he sees that it is not appropriate or is being abused, but even then will never break it (the law is the law). If the player wishes to break the law (any law) he must roll against the trait to do so, otherwise he must be strictly obedient to the law
Code-Selfish
The character will always do things for his own, short-term gain. He will help the party so long as it suits him, but will happily sell them out if he is given a better offer. Generally speaking he does not see too far into the future, and will happily grab the gold without thought of his hand being cut off if he is caught. If he wishes to overcome this he must roll against the trait to do so, otherwise he will be compulsively selfish. It is not a good idea for a player to reveal that his character has this trait to other players
Code-Selfless
The character will always put the good of the group and the good of society above himself. He is the type to fight a rearguard action to allow the others to escape, sacrificing his own life in the process. He will take on insurmountable odds to save his comrades. If he wishes to overcome this he must roll against the trait to do so, otherwise he will sacrifice himself
Code of Honor
The character has a code of honor, which he must follow at all times (worked out between the referee and the player). He may not consciously break the code except by rolling against the trait. If he breaks his code for ANY reason (including failing his trait roll, inadvertently or forced to by catch 22) he will be wracked by guilt and remorse, feeling unworthy of his code (reduce Spirit base ability, and as a result all Spirit based traits, by 3 for 1d6 months).
Don Juan
The referee, when an attractive member of the opposite sex confronts the character, must roll on this trait. If it succeeds then the character is compelled to flirt with and try to seduce the subject when ever she may be around, going out of his way to do so. Whether rejection cools the ardor depends on the honor and attitude of the character. Note that the subject’s marital status is never more than an inconvenience, even if her husband is a close friend of the character. The attractiveness of the subject may be used as a modifier to the trait, increasing it by 1 if she is drop-dead gorgeous, and decreasing it if she is somewhat plain
Frenzy
If the character is under any stress, from an argument at cards to an enemy attack, the referee must roll against the trait. If it succeeds the character will go into a frenzy. Frenzy is the same as Berserk, except that the player does not control his character. The character will head for the nearest enemy (or the object of his anger, even if a friend) and try to kill him. If that enemy is slain he will go for the new nearest enemy. If no enemies are in sight he will go for the nearest friend. If there is nothing living in sight he will attack one of the corpses, hacking it to pieces. If the player wishes to prevent the frenzy from starting he must roll against the trait. Thereafter the player must roll whenever the character turns to attack a friend (before the attack), and after all in sight are dead he must roll every turn. As soon as the trait fails the character will come out of his frenzy and fall in a sobbing heap, unable to do anything, even defend himself. If he has killed someone he cares about he will be wracked with remorse and will probably end up wandering off to become a hermit, to protect others from his affliction.
Heroism
The character is compelled to respond to any challenge, take no shit from anyone, and stand up for himself, his honor, his beliefs and values, and his comrades. To this end he will happily take on anyone, no matter what the odds or risk to himself. If a 15 metre dragon insults him then he will fight the dragon, if challenged to a duel by a demon he will take up the challenge. If the player wishes the character to decline he must roll against the trait, but even if the trait fails and the character backs off he will feel badly about it and try to take up the challenge again as soon as he can. (If he has let the dragon’s insults pass he will, at the first opportunity, return to fight the dragon, and will not rest or be happy until he does).
Megalomania
The character cannot bear to be disobeyed, and believes that he knows what is best for everyone. He will continually tell people what to do, and if they disobey will throw a tantrum (or attack them, order them killed or taught a lesson etc., as appropriate) He will behave hostilely to anyone trying to lead or influence his flock. When meeting strangers (i.e. other groups) he will connive to gain control of them, and eliminate or subjugate their leader. He will attempt to eliminate any threat, real or imagined, to his leadership. To overcome any of these actions he must roll against the trait. Even if the trait fails the character will feel uncomfortable and will try again as soon as possible
Narcissism
The character is sooooooo in love with himself it’s nauseous. Apart from the obvious effect this has on others the character will put his own beauty above all else, preferring to let a comrade drown rather than get his new suit wet, preferring to be overtaken by enemies rather than ride too fast and muss up his hair with the wind. If he catches sight of himself in a mirror or pool of water he will become transfixed with his own beauty, regardless of any dangers around him. The player can overcome any of this with a roll against the trait for each occurrence. If the trait fails and because of it the character ends up mussing his hair, damaging his suit etc. he will complain for a loooooonnnnngggggg time to come, driving everyone nuts. Remember this is not normal vanity, it is a psychological disorder, a compulsion
Obnoxious
The character has a loud voice, distasteful and/or unsanitary habits, and/or a manner that automatically rubs people up the wrong way. Although characters (especially PCs) will eventually get to know him for what he is (good, bad or indifferent) the first impression is always bad. Do not take this man with you to an audience with the king. This behavior can be overcome by rolling against the trait (if the trait fails he will simply sit in the background quietly, if addressed and forced to respond he must roll again).
Plant Hostility
Always gets a negative response (usually by wilting or dying) out of a plant. Also works like an animal hostility with intelligent or mobile plants
 
 
Mind Negative Traits.
Negative Trait
Description
Authority Fear
The character, however brave and bold he might be, goes to water when confronted by an authority figure. This may be his superior, a guard, a policeman etc., anyone who has official authority over him or some aspect of his life. If the trait succeeds the character will fold and obey the directions of the authority figure, no matter how bad for the character, his family, his companions etc. He will even kill himself if someone with authority instructs him to
Authority Paranoia
The character despises authority. All officially appointed leaders are corrupt, all police and military are the tools of the oppressors, all official bodies are involved in cover-ups. Trust no one remotely associated with the government. This is the trait of the X Files and Nowhere Man.
Fear
The player chooses a commonly feared thing (rats, spiders, enclosed spaces etc.) When exposed to something in the trigger group the character becomes extremely nervous. If unavoidable contact is made the character will either freeze (e.g. for open spaces, heights etc.) or panic and flee (e.g. for spiders), as appropriate for the fear. If confronted by the fear the character may not go closer to it. If the player wishes his character to overcome these responses he must roll against the trait. Success of the roll means he is compelled to do whatever his fear dictates. Note that this is a separate trait for each fear
Hatred
The player chooses a commonly encountered group (elves, women, a particular religion, men in funny hats etc.) If the player wishes his character to help one of this group he must roll against the trait. If he wishes to ignore a challenge by one he must roll, if he wishes to avoid assaulting or killing one when he has the opportunity to get away with it he must roll. Success of the roll means he is compelled to do whatever is harmful to the hated one .  

Hatred may also be acquired against an individual person or small group (e.g. a clan or family). This yields only half (round down) of the usual XPs Note that this is a separate trait for each hatred

Kleptomania
The character cannot resist small items, especially valuable ones, and compulsively "collects" or "borrows" them, often without even realizing he is doing it. He will, if necessary, give them back, as his compulsion is to take them, not to own or hold onto them (although greed is often a complicating factor). To avoid taking objects that are "just lying around" he must roll against the trait
Liar
The character has a compulsive need to tell lies and make up stories. If the player wishes the character to tell the truth, no matter how important it might be, he must roll (secretly) against the trait to overcome his compulsion (secretly so that the other characters will not know if he is lying).
Vengeance
If slighted, whether in reality or merely perceived, the referee must roll on this trait. The character must retaliate immediately if the roll succeeds, or as soon as possible if the roll fails (eventually he must get his own back, usually to a greater extent than the original sleight).
 
 
Body Negative Traits.
All Body linked negative traits use the inverse of Body as a base. Thus Body 1 gives a base of 3, Body 2 gives a base of 2, Body 3 gives a base of 1, Body 4 gives a base of 0, and so on
Negative Trait
Description
Catalepsy
Whenever under stress (in a fight, arguing, walking a narrow bridge etc.) the character must roll on this trait. If the trait succeeds he blacks out and falls down, apparently dead. If the character ends up falling from a height his resistance to the fall is increased (due to the fact that he is limp and not trying to brace against impact).  
To everyone he appears dead. He has no pulse or heartbeat, does not breathe, and although there are no physical marks on him he is undoubtedly dead. In reality he is merely cataleptic, alive but with his body running so faintly he seems to be dead. Roll a number of d6s equal to the trait level: he will remain in this state for this number of hours.  
Note: Do NOT tell the other players what has happened. If they do not know already then let them work it out for themselves (if they can). They will obviously realize that something is going on, but will probably think it is merely some strange death that has occurred (evil sorcery!) If they bury the character while he is cataleptic then he will suffocate. A shallow grave or barrow of rocks will not hold the character once he comes to, and when he does come to he will wonder what the hell happened and wander off to find his comrades, who will probably think he is undead and hack him to pieces
Cripple
The character has no use of one arm at level 2, no use of both arms at level 3, cannot walk at level 4, and all of the above at level 5. XPs cannot reduce this trait (otherwise a character might learn to walk and lose the use of both arms).
Epilepsy
Whenever under stress (in a fight, arguing, walking a narrow bridge etc.) the character must roll against this trait. If the trait succeeds he blacks out and falls down convulsing in a fit. The character cannot defend himself, but if he ends up falling from a height his resistance to the fall is increased (due to the fact that he is limp and not trying to brace against impact). Roll a number of d6s equal to the trait level. This is the number of turns for which he convulses, and the number of minutes after the convulsions stop for which he is unconscious or semi-conscious.
Headaches
Whenever the character is under pressure he must roll against the trait immediately. If the trait succeeds the character gets a blinding headache. Roll a number of d6s equal to the level. This is the number of minutes for which the headache lasts. During this time the character can do nothing except sit down and hold his head, moaning, not even defending himself
Junkie
The character is hooked on an addictive drug. Every day the character must administer a dose of the drug to himself, otherwise he becomes irritable and snappy. After 36 hours since the last hit the character takes one damage point, then continues to take a damage point every 2 hours. When the character has taken damage points from this source equal to half his hit points he must roll on his Body trait, if successful he kicks the habit and begins to recover normally, the negative trait being removed. If he fails he continues to take 1 damage every 2 hours until dead, or until another hit is received.  
If a hit is administered before he takes half his hit points in damage then he will return to normal and begin to recover. If a hit is administered after he has taken half his hit points in damage he must roll on his Body. Failure means death from the shock of the drug’s return, success means he returns to normal and begins to recover.  
Withdrawal usually means hot sweats and convulsions once the character is down. Before then (as soon as he takes his first damage point) he will get the shakes, reducing Dexterity and Mind (and all secondary traits linked to them) by 1. This is in addition to any reduction for being wounded. Once he reaches his hit points in damage he will curl up into a foetal position and enter a coma 
If the character wishes to deliberately not take the drug (in the hope of kicking it) the referee rolls on the trait, which is resisted by the character’s Aura. If the trait succeeds he must take the drug if available. This roll is made whenever a damage point is taken
One Drink And
The character has no tolerance for alcohol. After every drink (standard drink, the more powerful the booze the smaller the standard drink) he must roll against his trait. If the trait succeeds he’s drunk and obnoxious (and telling everyone he’s on a secret mission for the king).
Skin Problem
The character has an obvious and visible skin disorder, ranging from blotches to festering sores (player’s choice). This will naturally repulse people on first meeting, and make it hard for him to get a date. Level 2 covers 25% of his body, level 3 50%, level 4 75% and level 5 100%. XPs may be used during play to reduce this trait.
 
 
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