Combat
Biting Wit • Quick Action
Describe how you verbally insult, deride, frighten, or mock a creature → If the creature could logically understand you, deal ranged damage at -1 damage die, ignoring block. You may do this once per creature per combat.
Performance • Action
Describe how you inspire others → For 1 turn, you and present allies roll +1 damage die.
Prepare to Die! • Action
Roleplay verbally sparring with a creature → Increase your attack rolls against the target for the rest of this combat. Doesn’t stack.
Riposte • Passive
You are immune to disable.
When you take no damage from a melee attack, deal melee damage to your attacker.
Sound Wave • Action
Describe how you unleash a wave of sound → Stun all creatures in a cone for 1 turn and deafen them for about 1 day. Resisting.
Steal the Spotlight • Interrupt
Once each combat, at any point, steal a present creature’s turn (it doesn’t act and you do).
Swashbuckler • Passive
Whenever you do something unnecessarily dangerous or risky in combat, bolster.
Describe how you verbally insult, deride, frighten, or mock a creature → If the creature could logically understand you, deal ranged damage at -1 damage die, ignoring block. You may do this once per creature per combat.
Performance • Action
Describe how you inspire others → For 1 turn, you and present allies roll +1 damage die.
Prepare to Die! • Action
Roleplay verbally sparring with a creature → Increase your attack rolls against the target for the rest of this combat. Doesn’t stack.
Riposte • Passive
You are immune to disable.
When you take no damage from a melee attack, deal melee damage to your attacker.
Sound Wave • Action
Describe how you unleash a wave of sound → Stun all creatures in a cone for 1 turn and deafen them for about 1 day. Resisting.
Steal the Spotlight • Interrupt
Once each combat, at any point, steal a present creature’s turn (it doesn’t act and you do).
Swashbuckler • Passive
Whenever you do something unnecessarily dangerous or risky in combat, bolster.
Exploration
All the World’s a Stage • Interrupt
Once each session, gain creative license to make the situation more dramatic, dangerous, and potentially rewarding than it already is.
From Myth • Passive
Once each session, invent a legend and tell it to the other players. The GM must make your legend at least partially true
In the Footsteps of Heroes • Passive
When you experience something legendary (behold an famous artifact, meet a mighty king, visit crumbled ruins, etc) write what inspired on your character sheet. At any point, cross it off to gain creative license to invoke the power of that legend.
Jack-of-All-Trades • Passive
Once each session, at any point, gain any other trait as a temporary trait for a short period of time. However, that trait is somehow weaker or flawed. Work with your GM to determine how. You can only have one such temporary trait at a time.
Loremaster • Passive
At any point, you can have the GM tell you all myths, legends, and rumors that relate to your current location or quest.
Wandering Minstrel • Passive
You always know which direction to travel to find the nearest civilized area, and you have a general idea of what you will find once you arrive. For each such area, you know a person there who will initially be friendly to you.
Once each session, gain creative license to make the situation more dramatic, dangerous, and potentially rewarding than it already is.
From Myth • Passive
Once each session, invent a legend and tell it to the other players. The GM must make your legend at least partially true
In the Footsteps of Heroes • Passive
When you experience something legendary (behold an famous artifact, meet a mighty king, visit crumbled ruins, etc) write what inspired on your character sheet. At any point, cross it off to gain creative license to invoke the power of that legend.
Jack-of-All-Trades • Passive
Once each session, at any point, gain any other trait as a temporary trait for a short period of time. However, that trait is somehow weaker or flawed. Work with your GM to determine how. You can only have one such temporary trait at a time.
Loremaster • Passive
At any point, you can have the GM tell you all myths, legends, and rumors that relate to your current location or quest.
Wandering Minstrel • Passive
You always know which direction to travel to find the nearest civilized area, and you have a general idea of what you will find once you arrive. For each such area, you know a person there who will initially be friendly to you.
Interaction
Connections • Passive
When you gain this trait, work with your GM to create an organization, or select a pre-established one.You are an honored member of that organization. No matter where you go, that organization has a presence in the area.
Convincing Argument • Slow Action
Once each session, roleplay a convincing argument → Convince somebody to do something that isn’t completely against his character.
Entertainer • Slow Action
Describe how you put on a public performance → If it is logical, a crowd of excited onlookers gathers. Your relations with the crowd significantly improve.
Fame and Infamy • Passive
When you gain this trait, work with your GM to determine a reputation for yourself (a notorious pirate, a legendary hero, a reliable mercenary, etc). Your reputation is widespread, and people everywhere believe it. Your reputation doesn’t have to be true.
Fast Friends • Passive
When you gain this trait, work with your GM to select a group of people (pirates, nobles, adventurers, etc).Increase all rolls you make to socialize with those people.
First Impression • Passive
Once for each person, you can ask any question about their personality and the GM must answer honestly.
Honeyed Words • Passive
Increase all rolls you make to charm or seduce.
Multicultural • Passive
You can communicate with others on a very basic level even if you don’t share a language.
Small World • Passive
Once each scene, when you first meet a creature, announce that you know that person. Rolling well indicates a good relationship (drinking buddy, an old flame, childhood friend) and rolling badly indicates a bad relationship (scorned lover, old rival, bitter enemies, etc).
Wingman • Passive
If you help an ally socialize, that ally increases all rolls they make to socialize.
When you gain this trait, work with your GM to create an organization, or select a pre-established one.You are an honored member of that organization. No matter where you go, that organization has a presence in the area.
Convincing Argument • Slow Action
Once each session, roleplay a convincing argument → Convince somebody to do something that isn’t completely against his character.
Entertainer • Slow Action
Describe how you put on a public performance → If it is logical, a crowd of excited onlookers gathers. Your relations with the crowd significantly improve.
Fame and Infamy • Passive
When you gain this trait, work with your GM to determine a reputation for yourself (a notorious pirate, a legendary hero, a reliable mercenary, etc). Your reputation is widespread, and people everywhere believe it. Your reputation doesn’t have to be true.
Fast Friends • Passive
When you gain this trait, work with your GM to select a group of people (pirates, nobles, adventurers, etc).Increase all rolls you make to socialize with those people.
First Impression • Passive
Once for each person, you can ask any question about their personality and the GM must answer honestly.
Honeyed Words • Passive
Increase all rolls you make to charm or seduce.
Multicultural • Passive
You can communicate with others on a very basic level even if you don’t share a language.
Small World • Passive
Once each scene, when you first meet a creature, announce that you know that person. Rolling well indicates a good relationship (drinking buddy, an old flame, childhood friend) and rolling badly indicates a bad relationship (scorned lover, old rival, bitter enemies, etc).
Wingman • Passive
If you help an ally socialize, that ally increases all rolls they make to socialize.