Traits

From Falling Sky

Revision as of 20:44, 30 September 2022 by Fortycakes (talk | contribs)

This is a list of the Traits that a Falling Sky character can have.

At the moment, a characters should have all of the Free Traits, one free Income Trait, one free Lore Trait, and up to five other traits. You may choose less Traits than this if you wish to choose later.

Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.

Some Traits are repeatable: they can be used once an encounter, and you can spend 1 Stamina Point (SP) to use them again. These traits are marked with the ¤ symbol.

Retraining

In between events, you may unlearn one Trait that you know per event. You can't unlearn a trait that is a prerequisite for another Trait you have.

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.

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 HEAL 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 HEAL on a ruined limb.
  • Light Armour: 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.

Toughness

  • Hardy: You gain +2 HP.
  • Energetic: You gain +3 SP.
  • Hyper-Energetic: (prerequisite: Energetic) You gain another +2 SP.
  • Hard to Finish: When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.
  • Shield Use: You can use a full-sized shield.
  • ¤Shield Mastery: (prerequisite: Shield Use) You can call RESIST against SMASH once an encounter. You can spend 1 SP to do it again.
  • ¤Defiance: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.
  • ¤Self-Reliance: You can call CURE on yourself 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: When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands.

Warrior

  • Advanced Weapon Training: You can use a single two-handed weapon up to 7' or two one-handed weapons up to 48".
  • ¤Great Strength: You can call REPEL with a one-handed weapon or SMASH with a two-handed weapon once an encounter. You can spend 1 SP to do it again.
  • ¤Expertise: You can call TRIPLE with a melee weapon once an encounter. You can spend 1 SP to do this again.
  • Scrappy: You have 2 SP that you can only spend on Warrior Traits. You can restore these SP when not under pressure.
  • Scrappier: Your Scrappy trait provides another +1 SP.
  • Armoured: You can wear light armour for an +2 HP or heavy armour for +4 HP. This does stack with the free Light Armour Trait.
  • Berserk: Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and SP.
  • Great Weapon Specialist: If you're using a great weapon (two-handed sword or similar, but not a pole weapon), you can call CLEAVE once an encounter.

Swashbuckler Traits

  • Swashbuckler: With a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, you can expend your Wits to call TRIPLE.
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