Traits

From Falling Sky

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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. These traits are marked with the symbol.

For example, a character with the Swashbuckler Trait can call TRIPLE every ten seconds.

Repeatable Traits

Some traits can be taken multiple times and stack. These traits are marked with the * symbol.

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: (prerequisite: Bow Training) 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: (prerequisite: Scrappy) 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: (prerequisite: Advanced Weapon Training) 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

  • † 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.
  • † Vital Slice: (prerequisite: Swashbuckler) You can call WEAKNESS with Swashbuckler instead of TRIPLE.
  • ¤ Dodge Missiles: If you're not wearing heavy armour, you can call RESIST any call that doesn't make contact once per encounter. You can spend 1 SP to do it again.
  • ¤ Dodge Blows: If you're not wearing heavy armour, you can call RESIST any call that does make contact once per encounter. You can spend 1 SP to do it again.
  • Riposte: (prerequisite: Swashbuckler) When you RESIST a call, your Wits immediately refreshes.
  • Swagger: If you're not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you gain +2 temporary HP. These hit points are lost first, and expire at the end of the encounter.

Mage

  • First Circle Mage: You have a mana pool of 1 MP. You may learn and cast first circle spells, and have one spell slot. You can restore mana when not under pressure, or by spending 1 SP.
  • Second Circle Mage: (prerequisite: First Circle Mage) You may learn and cast second circle spells, and gain an additional spell slot.
  • Third Circle Mage: It is known that Third Circle Magic exists, but nobody aboard Flotilla knows how to access it. If it is discovered, this Trait will become available.
  • Combat Mage Training: (prerequisite: First Circle 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 2 more spell slots.
  • Iron Concentration: If you are incapacitated while casting a spell, you can finish the spell.
  • Mage Shield: You can call RESIST to one strike or call per encounter if you're casting a spell. You gain one additional spell slot which always contains the Mage Skin spell.

Healer

  • Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. In addition, you may call CURE on yourself once an event with no extra verbal or roleplay required.
  • Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma. In addition, you may call MASS CURE once per event.
  • ¤ Battlefield Healer: (prerequisite: Chirurgeon) Once per encounter, you can call CURE at touch range with no extra verbal or roleplay required. You can spend 1 SP to do it again.
  • † Improvised Remedies: (prerequisite: Chirurgeon) You can expend your Wits to call CURE at touch range with no extra verbal or roleplay required. You must have a free hand or a knife/dagger to use this.
  • Anatomist: (prerequisite: Chirurgeon) You can call CLEAVE with an 18" or shorter weapon once per encounter. You can call IMPALE from behind on an unaware target with an 18" or shorter weapon.

Cleric

  • Ordainment: You are ordained as a priest of your god. Once per encounter, you can spend bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them. When not under pressure, you can pray to gain 2 temporary SP for use on Cleric traits. 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: Ordainment) You can spend 1 SP to call CURE at touch range.
  • ¤ Consecrate: (prerequisite: Ordainment) You can spend 1 SP to bless the ground. Until you move, you may call MASS DEMON REPEL at will.
  • ¤ Purge Demon: (prerequisite: Ordainment) Once per encounter, you may call DEMON QUAD; this only affects demons. You can spend 1 SP to do it again.
  • Great-Souled: (prerequisite: Ordainment) When you pray, you gain an additional +2 SP for use on Cleric traits.

Cleric of Korr

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