Post by GM on Mar 4, 2012 1:02:03 GMT -5
As I explained prior traits under your secondary cost 2 trait choices, and ones under your tertiary cost 3 trait choices. Requirements are listed after the ability
Physical Traits
Ambidextrous (Can use the off hand without penalty) 4 dexterity, 4 strength
Hard head (one daze resistance) 4 constitution, 4 strength
Adrenaline (After taking damage for the first time in a combat your next attack receives a plus 25) 5 constitution, 3 strength
Combat Reflexes (Keep reactions even when snuck attack) 7 dexterity 7 strength, 6 control
Proper Form (Can reroll a melee check once per combat) 8 constitution, 6 strength, 6 willpower
Follow Through (Once per combat you may roll flat against an enemy who successfully blocks you, if you succeed then your opponent is stunned for 1 turn) 10 dexterity, 10 strength, 8 control
Conditioning (Reduce cool downs by one) 15 constitution, 15 strength, 13 dexterity, 14 control
Smite (Attacks that inflict knockdown do 50 percent extra damage) 15 strength, 15 dexterity, 13 constitution, 14 power
Trigger Finger (Roll dex check, if you beat the highest enemy initiative then you get a free attack action, only one trigger finger applies per combat) 15 dexterity, 15 strength, 13 constitution, 14 wits
Precision (Critical attacks ignore 25 points of soak) 17 dexterity, 17 strength, 13 constitution, 15 intelligence
Intimidation (Once per session on a successful physical attack you can roll flat to reduce one of their physical abilities by one dice for a turn, multiple intimidate do not reduce it by multiple dice but instead add onto duration, a critical adds 20 to your flat roll) 18 dexterity, 18 constitution, 14 strength, 15 wits
Twist the Knife (Add 25 to effect rolls when target is below half health) 20 dexterity, 20 strength, 15 constitution, 15 intelligence
Roll with it (Roll flat to get out of knockdown) 20 dexterity, 20 constitution, 16 strength, 16 wits
Fringeguard (Successfully reacting to an aoe attack reduces damage to allies by 10 percent.) 21 constitution, 17 strength, 15 dexterity, 15 reserves
Quick and the Dead (Roll initiative twice and keep the greater) 22 dexterity, 18 strength, 16 constitution, 16 intelligence
Blitz (Stunning an enemy gives you an immediate attack against them, this does not work on an enemy who is already stunned) 23 dexterity, 21 strength, 17 constitution, 16 power, 16 control
Toughness (Can ignore one attack per combat) 24 constitution, 22 strength, 18 dexterity, 18 willpower, 16 wits
Deep Breath (Restore an extra two energy during restoration) 25 constitution, 20 power
Prime (Critical hits against you do 25% less damage) constitution 25, strength 24, dexterity 20, willpower 20, intelligence 18
Crown of Thorns (Add one half strength to hit points) 26 strength, 24 constitution, 20 dexterity, 20 willpower, 18 wits
Overwhelm (Enemies who meet an attack with an attack take a penalty of fifty to their roll) 30 strength, 26 dexterity, 20 constitution, 20 willpower, 18 power
Fight like a Man (Reduce damage from any ranged attacks by half) 33 strength, 31 dexterity, 29 constitution, 24 wits, 20 willpower
Masochism (Roll soak rolls twice and take the greater) 35 constitution, 33 strength, 31 dexterity, 26 willpower, 22 wits
Awesome Blow (Critical hits lower physical abilities by a level for 1 turn) Strength 40, Dexterity 40, Constitution 35, Power 30, Control 25
Extra Physical Ability / 10 Strength, 10 Dexterity, 10 Constitution
Extra Physical Ability 2 / 20 Strength, 20 Dexterity, 20 Constitution
Extra Physical Ability 3 / 30 Strength, 30 Dexterity, 30 Constitution
Extra Physical Equipment / 25 Strength, 25 Dexterity, 25 Constitution
Mental Traits
Focus (Can use skills in combat without usual penalty) 3 Willpower, 2 Reserves
Advice (Upon making your first successful action in combat you can give the next ally a plus 10 to their next main roll) Willpower 4, Intelligence 4
Vigilance (one extra reaction a turn) Wits 5, Dexterity 3
Weary (Add 10 to rolls against feints or deception) Control 3, Wits 2
Genre Savvy (Plus 15 on wits checks to identify an opponents plan or attack) Willpower 5, Wits 4, Intelligence 4
Adaptive Defense (Gain a commutative plus 5 every time you use the same defense in a fight) Willpower 6, Intelligence 5, Power 5
Hype (Allies at +15 to their next attack when you critical) Intelligence 7, Willpower 5, Dexterity, 5
Bloodlust (Regains health upon defeating an enemy) Willpower 8, Intelligence 6, Wits 6
Combat Rush (Restores one cool down upon defeating an enemy) Willpower 9, Intelligence 9, Power 7
Paranoia (Rolls two perception checks and keeps the greater) Willpower 12, Intelligence 11, Wits 10, Control 12
Resolute (add fifteen on rolls against overawe, battle aura, and intimidation) Willpower 13, Wits 12, Intelligence 11, Control 10
Heroic Resolve (Can roll flat against an attack that would kill you, if successful you are instead reduced to one hit point, only usable once per combat) Willpower 14, Intelligence 13, Wits 11, Power 10
Nerves of steel (The first stun of the combat does not make you lose a turn, nerves of steel negates blitz) Willpower 15, Wits 14, Intelligence 12, Constitution 11
Blindside (Plus 25 when attacking an enemy who did not target you this or last turn) Intelligence 16, Wits 15, Willpower 15, Dexterity 15
Unshakeable (Roll saving throws for status effects twice and take the greater) Willpower 17, Intelligence 16, Wits 16, Control 15
Overawe (Once per session on a successful mental attack you can roll flat to reduce one of their mental abilities by one dice for a turn, multiple overawe do not reduce it by multiple dice but instead add onto the duration, a critical adds 20 to your flat roll) Wits 17, Intelligence 16, Willpower 15, Power 14, Strength 14
Cold Blood (Add 50 to effect when attacking a stunned or otherwise helpless opponent) intelligence 17, wits 16, willpower 14, control 14
Fettered (As long as you are protecting another character you can roll twice and take the greater, this cannot be an attack or ability that does damage) Willpower 18, Intelligence 16, Wits 16, Power 14
Pride (Add 50 to your rolls as long as you have not been damaged in combat) Willpower 21, Intelligence 20, Wits 19, Control 17, Power 15
Dirty Fighting (50% extra damage to enemies that are stunned, asleep, prone, paralyzed, dazed, or otherwise unable to defend) Wits 22, Intelligence 21, Willpower 20, Dexterity 18, Strength 16
Mind over matter (Add one half willpower to hit points) Willpower 23, Intelligence 23, Wits 22, Power 16, Reserves 15
Bravery (Increase effect rolls on reactions by 15 for every ally you are defending, this cannot be an attack or ability that does damage) Willpower 26, Intelligence 24, Wits 23, Constitution 20, Dexterity 18
Diamond in the Rough (As long as you are below 50% health you roll every roll twice, except wound, execution, or exhaustion, and take the greater) Willpower 30, Intelligence 27, Wits 26, Control 22, Power 20
Spirited Competitor (Increase damage by 50% if below 10 percent health) Willpower 33, Wits 30, Intelligence 28, Constitution 25, Strength 20
Against all Odds (Plus fifteen to soak for every enemy who attacks or is attacked by you in the last two turns) Willpower 35, Wits 33, Intelligence 31, 26 Power, 18 Reserves
Veneer of Calm (Effect rolls increase by 1 for every health missing) 40 Willpower, 40 Wits, 35 Intelligence, 30 Constitution, 25 Reserves
Extra Mental Ability / 10 Intelligence, 10 Wits, 10 Willpower
Extra Mental Ability 2 / 20 Intelligence, 20 Wits, 20 Willpower
Extra Mental Ability 3 / 30 Intelligence, 30 Wits, 30 Willpower
Extra Mental Equipment / 25 Intelligence, 25 Wits, 25 Willpower
Spiritual Traits
Rin Pyo To (Can substitute 1 physical check with the equivalent spiritual check per combat) Power 2, Wits 2
Pray (After making a successful action the next healing or defensive ability you use is an automatic critical, once per combat) Power 3, Willpower 2
Payload (Spending five energy makes attacks do 25% extra damage) Power 5, Control 4
Forced Defenses (Always know an opponents attack for purposes of being able to counter spell) Power 5, Control 4, Reserves 4
Better Lucky (Upon scoring a critical all your bonus dice add plus two) Power 6, Control 6, Intelligence 4
Otherworldly (Roll twice against curses, charms, and taunts then take the greater) Power 8, Control 8, Reserves 6
Sha Kai Jin (Heal hitpoints on successfully defending against magic with a spirutal attack) Power 9, Control 9, Intelligence 7
Heroic Spirit (Roll twice against instant death or fear and take the greater) Power 12, Control 11, Reserves 10, Intelligence 12
No Quarter Asked (add 25 to soak when stunned) Reserves 13, Constitution 12, Willpower 11
Lifegiver (add 30 on next action after healing a target) Control 13, Power 12, Reserves 10, Constitution 10
Spirit (add one half your current missing hit points as a bonus to saving throws) Power 14, Control 13, Reserves 11, Wits 10
Gifted Adept (Can reroll a execution check once per session) Control 15, Power 14, Reserves 12, Dexterity 10
Deathdealer (add 30 to attacks against targets healed within the last turn and targets that have regeneration) Power 16, Control 14, Reserves 12, Strength 12
Battle Aura (Once per session on a successful spiritual attack you can roll flat to reduce one of their spiritual abilities by one dice for a turn, multiple battle aura do not reduce it by multiple dice but instead add onto the duration, a critical adds 20 to your flat roll) Power 17, Control 16, Reserves 15, Wits 14, Willpower 14
Retsu Zai Zen (After scoring a critical you receive 50% damage reduction for the turn) Power 17, Control 16, Reserves 16, Intelligence 15
Inner Reserves (Execution criticals restore two energy instead of one) Reserves 18, Control 16, Power 16, Constitution 15
Righteous Fury (Being lowered to 25% hit points makes your next attack a critical) Power 18, Control 17, Reserves 17, Wits 14
Soul (Roll flat against how far below zero hit points you are to revive self with one hp) Power 21, Control 20, Reserves 19, Intelligence 17, Wits 15
Strong Soul (Add one half reserves to hit points) Power 23, Control 23, Reserves 22, Wits 16, Willpower 15
Defiance (healing effects affecting you are doubled when you are below 25% health) Reserves 25, Control 24, Power 22, Willpower 20, Intelligence 18
Hot Blooded (Soak rolls go up by 3 for every health you have missing) Reserves 26, Control 25, Power 23, Constitution 20, Strength 18
RAAHHHH! (Roll all exhaustion checks twice and take the greater) Power 30, Control 27, Reserves 26, Intelligence 22, Wits 20
Live for the Fight (Execution rolls decrease by 15 when at 25% or lower health) Reserves 33, Power 31, Control 28, Constitution 24, Willpower 18
Prodigy (A successful critical gives you a free spiritual action) Power 35, Control 33, Reserves 31, Intelligence 26, Willpower 18
Spark of Creation (Persistent effects are twice as hard to remove, summons and pets have twice as much health) Power 40, Reserves 40, Control 35, Dexterity 30, Willpower 25
Extra Spiritual Ability / 10 Power, 10 Control, 10 Reserves
Extra Spiritual Ability 2 / 20 Power, 20 Control, 20 Reserves
Extra Spiritual Ability 3 / 30 Power, 30 Control, 30 Reserves
Extra Spiritual Equipment / 25 Power, 25 Control, 25 Reserves
Physical Traits
Ambidextrous (Can use the off hand without penalty) 4 dexterity, 4 strength
Hard head (one daze resistance) 4 constitution, 4 strength
Adrenaline (After taking damage for the first time in a combat your next attack receives a plus 25) 5 constitution, 3 strength
Combat Reflexes (Keep reactions even when snuck attack) 7 dexterity 7 strength, 6 control
Proper Form (Can reroll a melee check once per combat) 8 constitution, 6 strength, 6 willpower
Follow Through (Once per combat you may roll flat against an enemy who successfully blocks you, if you succeed then your opponent is stunned for 1 turn) 10 dexterity, 10 strength, 8 control
Conditioning (Reduce cool downs by one) 15 constitution, 15 strength, 13 dexterity, 14 control
Smite (Attacks that inflict knockdown do 50 percent extra damage) 15 strength, 15 dexterity, 13 constitution, 14 power
Trigger Finger (Roll dex check, if you beat the highest enemy initiative then you get a free attack action, only one trigger finger applies per combat) 15 dexterity, 15 strength, 13 constitution, 14 wits
Precision (Critical attacks ignore 25 points of soak) 17 dexterity, 17 strength, 13 constitution, 15 intelligence
Intimidation (Once per session on a successful physical attack you can roll flat to reduce one of their physical abilities by one dice for a turn, multiple intimidate do not reduce it by multiple dice but instead add onto duration, a critical adds 20 to your flat roll) 18 dexterity, 18 constitution, 14 strength, 15 wits
Twist the Knife (Add 25 to effect rolls when target is below half health) 20 dexterity, 20 strength, 15 constitution, 15 intelligence
Roll with it (Roll flat to get out of knockdown) 20 dexterity, 20 constitution, 16 strength, 16 wits
Fringeguard (Successfully reacting to an aoe attack reduces damage to allies by 10 percent.) 21 constitution, 17 strength, 15 dexterity, 15 reserves
Quick and the Dead (Roll initiative twice and keep the greater) 22 dexterity, 18 strength, 16 constitution, 16 intelligence
Blitz (Stunning an enemy gives you an immediate attack against them, this does not work on an enemy who is already stunned) 23 dexterity, 21 strength, 17 constitution, 16 power, 16 control
Toughness (Can ignore one attack per combat) 24 constitution, 22 strength, 18 dexterity, 18 willpower, 16 wits
Deep Breath (Restore an extra two energy during restoration) 25 constitution, 20 power
Prime (Critical hits against you do 25% less damage) constitution 25, strength 24, dexterity 20, willpower 20, intelligence 18
Crown of Thorns (Add one half strength to hit points) 26 strength, 24 constitution, 20 dexterity, 20 willpower, 18 wits
Overwhelm (Enemies who meet an attack with an attack take a penalty of fifty to their roll) 30 strength, 26 dexterity, 20 constitution, 20 willpower, 18 power
Fight like a Man (Reduce damage from any ranged attacks by half) 33 strength, 31 dexterity, 29 constitution, 24 wits, 20 willpower
Masochism (Roll soak rolls twice and take the greater) 35 constitution, 33 strength, 31 dexterity, 26 willpower, 22 wits
Awesome Blow (Critical hits lower physical abilities by a level for 1 turn) Strength 40, Dexterity 40, Constitution 35, Power 30, Control 25
Extra Physical Ability / 10 Strength, 10 Dexterity, 10 Constitution
Extra Physical Ability 2 / 20 Strength, 20 Dexterity, 20 Constitution
Extra Physical Ability 3 / 30 Strength, 30 Dexterity, 30 Constitution
Extra Physical Equipment / 25 Strength, 25 Dexterity, 25 Constitution
Mental Traits
Focus (Can use skills in combat without usual penalty) 3 Willpower, 2 Reserves
Advice (Upon making your first successful action in combat you can give the next ally a plus 10 to their next main roll) Willpower 4, Intelligence 4
Vigilance (one extra reaction a turn) Wits 5, Dexterity 3
Weary (Add 10 to rolls against feints or deception) Control 3, Wits 2
Genre Savvy (Plus 15 on wits checks to identify an opponents plan or attack) Willpower 5, Wits 4, Intelligence 4
Adaptive Defense (Gain a commutative plus 5 every time you use the same defense in a fight) Willpower 6, Intelligence 5, Power 5
Hype (Allies at +15 to their next attack when you critical) Intelligence 7, Willpower 5, Dexterity, 5
Bloodlust (Regains health upon defeating an enemy) Willpower 8, Intelligence 6, Wits 6
Combat Rush (Restores one cool down upon defeating an enemy) Willpower 9, Intelligence 9, Power 7
Paranoia (Rolls two perception checks and keeps the greater) Willpower 12, Intelligence 11, Wits 10, Control 12
Resolute (add fifteen on rolls against overawe, battle aura, and intimidation) Willpower 13, Wits 12, Intelligence 11, Control 10
Heroic Resolve (Can roll flat against an attack that would kill you, if successful you are instead reduced to one hit point, only usable once per combat) Willpower 14, Intelligence 13, Wits 11, Power 10
Nerves of steel (The first stun of the combat does not make you lose a turn, nerves of steel negates blitz) Willpower 15, Wits 14, Intelligence 12, Constitution 11
Blindside (Plus 25 when attacking an enemy who did not target you this or last turn) Intelligence 16, Wits 15, Willpower 15, Dexterity 15
Unshakeable (Roll saving throws for status effects twice and take the greater) Willpower 17, Intelligence 16, Wits 16, Control 15
Overawe (Once per session on a successful mental attack you can roll flat to reduce one of their mental abilities by one dice for a turn, multiple overawe do not reduce it by multiple dice but instead add onto the duration, a critical adds 20 to your flat roll) Wits 17, Intelligence 16, Willpower 15, Power 14, Strength 14
Cold Blood (Add 50 to effect when attacking a stunned or otherwise helpless opponent) intelligence 17, wits 16, willpower 14, control 14
Fettered (As long as you are protecting another character you can roll twice and take the greater, this cannot be an attack or ability that does damage) Willpower 18, Intelligence 16, Wits 16, Power 14
Pride (Add 50 to your rolls as long as you have not been damaged in combat) Willpower 21, Intelligence 20, Wits 19, Control 17, Power 15
Dirty Fighting (50% extra damage to enemies that are stunned, asleep, prone, paralyzed, dazed, or otherwise unable to defend) Wits 22, Intelligence 21, Willpower 20, Dexterity 18, Strength 16
Mind over matter (Add one half willpower to hit points) Willpower 23, Intelligence 23, Wits 22, Power 16, Reserves 15
Bravery (Increase effect rolls on reactions by 15 for every ally you are defending, this cannot be an attack or ability that does damage) Willpower 26, Intelligence 24, Wits 23, Constitution 20, Dexterity 18
Diamond in the Rough (As long as you are below 50% health you roll every roll twice, except wound, execution, or exhaustion, and take the greater) Willpower 30, Intelligence 27, Wits 26, Control 22, Power 20
Spirited Competitor (Increase damage by 50% if below 10 percent health) Willpower 33, Wits 30, Intelligence 28, Constitution 25, Strength 20
Against all Odds (Plus fifteen to soak for every enemy who attacks or is attacked by you in the last two turns) Willpower 35, Wits 33, Intelligence 31, 26 Power, 18 Reserves
Veneer of Calm (Effect rolls increase by 1 for every health missing) 40 Willpower, 40 Wits, 35 Intelligence, 30 Constitution, 25 Reserves
Extra Mental Ability / 10 Intelligence, 10 Wits, 10 Willpower
Extra Mental Ability 2 / 20 Intelligence, 20 Wits, 20 Willpower
Extra Mental Ability 3 / 30 Intelligence, 30 Wits, 30 Willpower
Extra Mental Equipment / 25 Intelligence, 25 Wits, 25 Willpower
Spiritual Traits
Rin Pyo To (Can substitute 1 physical check with the equivalent spiritual check per combat) Power 2, Wits 2
Pray (After making a successful action the next healing or defensive ability you use is an automatic critical, once per combat) Power 3, Willpower 2
Payload (Spending five energy makes attacks do 25% extra damage) Power 5, Control 4
Forced Defenses (Always know an opponents attack for purposes of being able to counter spell) Power 5, Control 4, Reserves 4
Better Lucky (Upon scoring a critical all your bonus dice add plus two) Power 6, Control 6, Intelligence 4
Otherworldly (Roll twice against curses, charms, and taunts then take the greater) Power 8, Control 8, Reserves 6
Sha Kai Jin (Heal hitpoints on successfully defending against magic with a spirutal attack) Power 9, Control 9, Intelligence 7
Heroic Spirit (Roll twice against instant death or fear and take the greater) Power 12, Control 11, Reserves 10, Intelligence 12
No Quarter Asked (add 25 to soak when stunned) Reserves 13, Constitution 12, Willpower 11
Lifegiver (add 30 on next action after healing a target) Control 13, Power 12, Reserves 10, Constitution 10
Spirit (add one half your current missing hit points as a bonus to saving throws) Power 14, Control 13, Reserves 11, Wits 10
Gifted Adept (Can reroll a execution check once per session) Control 15, Power 14, Reserves 12, Dexterity 10
Deathdealer (add 30 to attacks against targets healed within the last turn and targets that have regeneration) Power 16, Control 14, Reserves 12, Strength 12
Battle Aura (Once per session on a successful spiritual attack you can roll flat to reduce one of their spiritual abilities by one dice for a turn, multiple battle aura do not reduce it by multiple dice but instead add onto the duration, a critical adds 20 to your flat roll) Power 17, Control 16, Reserves 15, Wits 14, Willpower 14
Retsu Zai Zen (After scoring a critical you receive 50% damage reduction for the turn) Power 17, Control 16, Reserves 16, Intelligence 15
Inner Reserves (Execution criticals restore two energy instead of one) Reserves 18, Control 16, Power 16, Constitution 15
Righteous Fury (Being lowered to 25% hit points makes your next attack a critical) Power 18, Control 17, Reserves 17, Wits 14
Soul (Roll flat against how far below zero hit points you are to revive self with one hp) Power 21, Control 20, Reserves 19, Intelligence 17, Wits 15
Strong Soul (Add one half reserves to hit points) Power 23, Control 23, Reserves 22, Wits 16, Willpower 15
Defiance (healing effects affecting you are doubled when you are below 25% health) Reserves 25, Control 24, Power 22, Willpower 20, Intelligence 18
Hot Blooded (Soak rolls go up by 3 for every health you have missing) Reserves 26, Control 25, Power 23, Constitution 20, Strength 18
RAAHHHH! (Roll all exhaustion checks twice and take the greater) Power 30, Control 27, Reserves 26, Intelligence 22, Wits 20
Live for the Fight (Execution rolls decrease by 15 when at 25% or lower health) Reserves 33, Power 31, Control 28, Constitution 24, Willpower 18
Prodigy (A successful critical gives you a free spiritual action) Power 35, Control 33, Reserves 31, Intelligence 26, Willpower 18
Spark of Creation (Persistent effects are twice as hard to remove, summons and pets have twice as much health) Power 40, Reserves 40, Control 35, Dexterity 30, Willpower 25
Extra Spiritual Ability / 10 Power, 10 Control, 10 Reserves
Extra Spiritual Ability 2 / 20 Power, 20 Control, 20 Reserves
Extra Spiritual Ability 3 / 30 Power, 30 Control, 30 Reserves
Extra Spiritual Equipment / 25 Power, 25 Control, 25 Reserves