Traits Revised
From Falling Sky
A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.
A characters should have all of the Free Traits, one free Income Trait, one free Lore Trait, and up to seven other traits. You may choose less Traits than this if you wish to choose your Traits later.
Important: Starting characters were created with five Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional two Traits of their choice, for a total of seven selected Traits.
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.
Retraining
Each week, you may unlearn one Trait that you know, either before the interactive or before the linear. You can't unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.
You can also retrain any amount of Traits after your first Falling Sky event, so you don't need to worry about getting your character exactly right the first time.
Archetype Traits
Some traits are Archetype Traits. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.
Each character can have at most two Archetype Traits.
Traits with Associated Pools
Some Traits will give you a pool of points to spend on that skill tree. These points aren't interchangeable; you can't spend Grit from the Warrior tree on skills from the Mage tree that require Mana.
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you're restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.
Wits
Some Traits expend your Wits. You can't use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the † symbol.
For example, a character with the Swashbuckler Trait can call TRIPLE every ten seconds.
List of Traits
Free Traits
- Health: You have 3 HP.
- Stamina: You have 3 SP. This restores at the start of an event.
- Walk it Off: You can regain all your HP by resting when not under pressure.
- Staunch Wounds: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is incapacitated.
- Field Medicine: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a ruined limb.
- Basic Armour Use: You can wear light armour for +1 HP, or heavy armour for +2 HP.
- Basic Weapon Training: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.
- Dedicate: You may choose a God. You are dedicated to that God.
General Traits
- Hardy: You gain +2 Hit Points.
- Energetic: You gain +2 Stamina Points.
- Hyper-Energetic: (prerequisite: Energetic) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure.
- Shield Use: You can use a full-sized shield.
- Defiance: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.
Ranged Weapons
- Bow Training: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.
- Stopping Power: (prerequisite: Bow Training) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.
Warrior
- ¤ Warrior: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.
- Gritty: (prerequisite: Warrior) You have 1 more Grit.
- Grittier: (prerequisite: Gritty) You have another 2 more Grit.
- Expertise: (prerequisite: Warrior) You can spend 1 Grit to call TRIPLE with a melee weapon.
- Self-Reliance: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.
- Hard to Finish:(prerequisite: Warrior) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.
- Shield Mastery: (prerequisite: Warrior, Shield Use) You can call RESIST against SMASH by spending 1 Grit.
- Armour Mastery: (prerequisite: Warrior) You can wear light armour for +3 HP or heavy armour for +4 HP. This does stack with the free Basic Armour Use Trait, for a total of +4/+6 HP respectively.
- Berserk: (prerequisite: Warrior) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.
- Advanced Weapon Training: (prerequisite: Warrior) You can use a single two-handed weapon up to 7' or two one-handed weapons up to 42".
- Great Weapon Specialist: (prerequisite: Advanced Weapon Training) If you're using a great weapon (two-handed sword or similar, or a pole weapon of 5' or shorter), you can call CLEAVE by spending 1 Grit.
Swashbuckler
- ¤† Swashbuckler: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.
- † Vital Slice: (prerequisite: Swashbuckler) You can call WEAKNESS with Swashbuckler instead of TRIPLE.
- †Dodge Missiles: If you're not wearing heavy armour, you can spend your Wits to call RESIST any call that doesn't make contact.
- †Dodge Blows: If you're not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that does make contact.
- Riposte: (prerequisite: Swashbuckler) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don't use this immediately, it's lost.
- Swagger: If you're not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.
Mage
- Mage: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast First Circle Spells, and have one spell slot. You also gain Meditate.
- Meditate: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.
- Second Circle Mage: (prerequisite: Mage) You may learn and cast Second Circle Spells, which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.
- Third Circle Mage: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast Third Circle Spells. You learn one Third Circle Spell chosen by the refs.
- Combat Mage Training: (prerequisite: Mage) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.
- Expanded Mana Pool: You have +2 MP.
- Additional Spells: You have 3 more spell slots.
Healer
- Healer: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.
- Experienced Healer: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.
- Master Healer: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.
- Specialised Healer: You may choose another Healing Specialty.
Healing Specialties
- Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma.
- Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.
- Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.
- Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.
Cleric
- Cleric: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.
- Prayer: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.
- Blessing: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.
- Divine Intervention: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God's attitude. Repeated requests for divine intervention will worsen your God's attitude.
- Lay On Hands: (prerequisite: Cleric) You can spend 1 Karma to call CURE at touch range, with no verbal.
- Consecrate: (prerequisite: Cleric) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.
- Purge Demon: (prerequisite: Cleric) You may spend 1 Karma to call DEMON QUAD; this only affects demons.
- Great-Souled: (prerequisite: Cleric) You have an additional 3 Karma.
- Cleric of Korr:
- Korr's Rite of Strength: (prerequisite: Ordainment, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your next weapon strike deals TRIPLE or SMASH, your choice.
- Korr's Rite of the Martyr: (prerequisite: Ordainment, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character's trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.
- Cleric of Enso:
- Enso's Rite of Mysteries: (prerequisite: Ordainment, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.
- Enso's Rite of Shadows:(prerequisite: Ordainment, must be dedicated to Enso) You can spend 1 Karma to call "WOULD YOU KINDLY ignore me."
- Cleric of Psima:
- Psima's Rite of Soothing: (prerequisite: Ordainment, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.
- Psima's Rite of Binding: (prerequisite: Ordainment, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.
- Cleric of Astel:
- Astel's Rite of Near Misses: (prerequisite: Ordainment, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.
- Astel's Rite of Fate: (prerequisite: Ordainment, must be dedicated to Astel) Whenever you or a person you're supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.
Tinkering
- Basic Tinkering: You may build Technology from material reagents. See Tinkering for more information. You also gain Recharge.
- Recharge: You can recharge exhausted pieces of Technology you're using when not under pressure.
- Field Maintenance: (prerequisite: Basic Tinkering) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.
- Geared Up: (prerequisite: Basic Tinkering) You can use an additional piece of Technology at a time.
- Maximum Gear: (prerequisite: Geared Up) You can use another additional piece of Technology at a time, or two non-Advanced pieces of Technology.
- Jury Rig: (prerequisite: Basic Tinkering) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.
- Advanced Tinkering: (prerequisite: Basic Tinkering) You can build Technology with four reagents rather than three. This may have better or more dangerous results.
Runecaster
- Runecaster: You may use Runecasting. Your maximum runic capacity is 2. You can identify the name of a rune by inspecting it. See Runecasting for more information.
- Runic Capacity: Your runic capacity is increased by 2 for invoking runic inscriptions, and you can have an additional Runecast Aura.
- Infusion Protocols: You can invoke an additional inscription per event, and that inscription doesn't cost a mana crystal. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.
- Careful Inscriber: You can spend downtime inspecting up to three theoretical runic inscriptions to determine information about them. This lets you know if it's valid, and answers "does this do what I think it does?" if you supply an intended effect. Your runic capacity is increased by 1 when performing an inscription you have analysed.
Alchemy
- Alchemist: You can identify alchemical items. You receive an income of standard alchemical items. See Alchemy for more information.
- Master Alchemist: (prerequisite: Alchemist) You receive an additional income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.
- Unnatural Power: (prerequisite: Alchemist) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.
- Iron Stomach: (prerequisite: Alchemist) You can use up to three Alchemical Elixirs at a time.
Income
- Income: You receive an income of random mana crystals or material reagents.
- Scrap Merchant: You receive an income of mixed material reagents. You may choose one of the reagents you receive.
- Master Merchant: (prerequisite: Scrap Merchant) You receive additional material reagents, including at least one unusual reagent.
- Crystal Harvester: You receive an income of mana crystals.
- Crystal Tender: (prerequisite: Crystal Harvester) You have access to a bountiful source of mana crystals, meaning that you get twice as many.
- Gossip: You receive an income of random gossip and opportunities.
- Slightly Dodgy Income: You receive an entirely randomised income from criminal contacts.
Lore
- Loremaster: You gain the two other Lore traits that you don't already have.
- Historical Lore: You know about the World-That-Was and its history.
- Sky Lore: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.
- Monstrous Lore: You know about demons, undead and elementals, and the ways to combat them.