Dark Fantasy Core Set/Traits

==Traits:==
Roll 2D6+4 for the number of traits. Many traits have an associated attribute that it modifies. These may be listed with that attribute for easier reference & neatness of the character sheet.
*Aggressive (Personality)
*Alert (Awareness)
*Allergy (specific allergen)
*Animal Bonding: may have one type of animal companion
*Animal Hatred
*Athletic (Stamina): +2 Stamina checks for cardiovascular activities
*Aura Sight [Psionic]
*Bad Liar: -5 checks for lies, +2 checks for opposite gender
*Bad-tasting
*Balance Well (Agility): retest for balance
*Booming Voice (Personality)
*Brawny (Strength): +50 pounds to lift
*Casual (Personality)
*Chronic Insomnia: +1 Knowledge, -1 Grace
*Clever (Wits): extra time to think of something to say
*Conscience Deceitful (Personality): +1 to checks to deceive
*Dedicated (Willpower): +3 to Willpower checks & challenges to stay focused
*Dense (Common Sense): -3 to standard Common Sense checks, doesn't apply to learning skills
*Distinctive (Appearance)
*Distracting (Appearance)
*Divine Blessing: free retest per day for yourself or another; immune to Infernal Influence & cannot have both traits
*Dodge Well (Agility): +1 Armour Class, +2 dodge
*Eerie Presence (Grace)
*Eidetic Memory (Knowledge): retest for memory
*Elegant (Grace): +3 to impress
*Executive Hair (Appearance)
*Endurance (Stamina): +3 to Stamina for cardiovascular activities
*Eye for Art Fierce (Appearance): -3 for checks to like or trust you, but +3 to intimidate
*Fine Motor Skill (Agility): +2 to checks for hand-eye coordination, but not for whole-body checks Forgettable (Appearance)
*Frail (Strength): encumbrance one level worse
*Fully Illiterate (Knowledge): four times harder to learn a language or literacy & must learn written form separately; cannot start with skills requiring knowledge of symbols
*Gadget Guy (Wits): +4 to jury-rig devices
*Gleam (Appearance)
*Glide (Grace)
*Good Coordination (Agility): +2 to checks involving the whole body
*Good Memory (Knowledge): +2 to checks for remembering
*Greedy (Willpower): reduce encumbrance level by one for carried gear (not weapons or armour)
*Grounded: +1 all physical attributes; -4 checks for mystical skills & double base learn time
*Hard to Kill: +1 life point
*Head for Numbers (Wits): +2 to checks involving math
*Healthy (Stamina): retest for saving throws against disease, radiation, and poison
*Heightened Hearing (Awareness): +2 to hear; -2 against sonic attacks
*Heightened Sight (Awareness): +2 to see; -2 against flashes
*Heightened Smell (Awareness): +3 to smell, +1 to taste; -3 vs. odours & gas attacks
*Heightened taste (Awareness): +3 to taste, +1 to smell; -3 vs. ingested poison
*High Pain Tolerance: -2 shock penalties
*Hopeless Romantic: opposite sex gets +3 social attributes & checks
*Ice (Grace): +2 vs. intimidation, interrogation, & torture
*Ignored by Undead
*Imposing (Appearance)
*Infernal Influence: one forced retest per day; cannot be used against Divine Blessing & cannot have both traits
*Inner-strength [Psionic]: retest for endurance & will to persevere
*Instincts (Knowledge)
*I.P.B.S.: 2D4 levels of I.P.B.S.; each point spent ignores one shock, fatigue, or environmental penalty, 3 points ignores one point of damage
*Jerk
*Jinx
*Lean (Agility): +1 dodge
*Learns Fast (Common Sense): +2 to Common Sense checks to learn
*Light Sleeper (Awareness): Awareness check or retest to awaken
*Lucky: free retest per day or game session
*Magic Resistance: 5% chance per casting of immunity
*Mechanical Aptitude: +2 checks for using or understanding
*Mental Push: subliminal mental suggestion
*Minutiae (Awareness): +2 for small details; -1 for big picture
*Natural (Grace)
*Natural Direction Sense: know where north is
*Natural Born Killer: +2 attack & damage; -3 Personality
*Natural Linguist (Knowledge): retest & +10% chance to learn language
*Natural Warrior: +1 attack & damage
*Natural Weather Sense: 86% accuracy for one-week forecast
*Nice (Personality): +2 to be friendly; -4 to intimidate
*Nice Singing Voice
*Nightmares: 20% per night; 1 in 10 will wake you
*Nimble (Agility): +2 Agility checks in light or no armour
*Observant (Awareness): learn by watching
*Olfactory Flashbacks (Awareness): +3 to remember smells; -3 initiative against some scents
*Paranoid: Conspiracy Theorist (Knowledge): retest against surprise if planning could have helped
*Paranoid: Nervous (Awareness): retest against sudden surprises
*Pet Friend: animal companion
*Phobia: save vs. 10 + level of phobia to do anything but avoid it
*Pimpin'
*Poetic
*Poltergeist [Psionic]
*Poor Hand-Eye Coordination (Agility): -2 ranged attacks & checks not involving whole body
*Poor Stopping (Speed): add 1 1/2 stopping distance
*Possessive (Knowledge): +3 on checks to remember where you left something or to recall distinctive markings
*Powerful (Strength): +2 attacks to power through tough flesh or armour
*Prodigy: +2D4 to one proficiency
*Prophecy: sometimes what you say comes true
*Psychic Sensitive (Willpower) [Psionic]: double sensitive psionic effects & skills
*Psychokinetic Affinity (Willpower) [Psionic]: double physical psionic effects & skills
*Quiet (Personality): -2 to be heard; +2 to stay quiet
*Rapid Start (Speed): +1 initiative
*Remorseless: no penalties for first combat
*Resistance to Alcohol: double alcohol intake
*Robust (Stamina): +3 Stamina for healing
*Sense Supernatural Evil [Psionic]
*Sensitivity to Poisons: 50% to smell at short range; -3 saves against
*Short-Fuse (Personality): -2 social checks that are frustrating
*Skilled (Knowledge): 2 additional skills
*Sneaky (Speed): +1 to sneak & do so at normal movement
*Sophisticated (Grace): +2 to checks when dealing with upper class; -1 with lower class
*Speech Impediment (Personality)
*Spiky Hair: automatic success once per game session on anything cool & heroic
*Spiritual Destruction: permanently kill
*Steady (Agility): retest against shakiness
*Stealthy (Agility): +2 to stay quiet & unnoticed
*Stout (Strength): encumbrance one level better
*Strange Luck: sometimes good, sometimes bad, usually both
*Stubborn (Willpower): +3 Willpower challenges
*Stubborn Old Bastard (Willpower): +8 Willpower challenges, but must roll Willpower check to change mind
*Stupidly Brave (Knowledge): -2 Knowledge; no fear
*Stupidly Lucky: 3 free retests & 1 forced retest
*Sturdy (Stamina): +2 hit points
*Stutters (Personality)
*Survival Instinct (Willpower): retest against system shock once per encounter
*Sweet (Personality)
*Sympathetic (Grace)
*Targeting Sense [Psionic]: tell when you're being targeted
*Threatening (Grace): -2 to like or trust; +2 to intimidate
*Time Sense
*Total Unbeliever in Magic: +4 saves vs. magic, but must save against all magic
*Tough: +1 damage reduction
*Traction (Speed): half penalties for uncertain ground
*Uneducated (Knowledge): cannot start with skills requiring formalized instruction
*Unlucky
*Very Lucky: 2 free retests
*Water Baby: free Swimming skill; hold breath & swim twice as long
*Way with Animals
*Well-Read (Knowledge): +4 on Knowledge-based lore skills
*Wicked Quick (Wits): +3 initiative
*Wisdom (Common Sense): retest Common Sense to avoid doing something stupid
Category:DFCS