Campaign Traits

Players are not required to take any of these campaign traits as they are all custom content. These offer some specific mechanic tie-in to the specifics of the setting.

Historian of the Red Revolution

While many have lived through the Red Revolution, the frequent government turnover has resulted in the loss of many historical records. You took it upon yourself to hunt down and preserve the scattered information of Galt's recent past. Whether that information has been gained through questioning, theft, research, or simply being old enough to catalog the information yourself, you have compiled journals of Galt's history.

Benefit: You begin play with journals cataloging the history of the the Red Revolution. You gain a +2 trait bonus on Knowledge: History checks pertaining to previous Revolutionary Councils or major events of the Red Revolution and Knowledge: History is always a class skill for you. You can take 1 hour to consult your notes to double your trait bonus on your next check.

Former Noble

The first Revolutionary Council did away with all the old Chelaxian nobles in Galt. Whether you carry your family name with pride, or agree the Chelaxian aristocracy had to end; having their souls forever trapped in the Final Blades is too cruel a fate.

Benefit: You receive a +1 trait bonus on Knowledge: Nobility checks, and it is always a class skill for you. Additionally, receive a +2 trait bonus on any Knowledge checks pertaining to the Final Blades, and you may make these checks untrained. Your family's years as fugitives has taught you to hide. You gain the safe house Vigilante Social Talent, treating your HD as your Vigilante level.

Affiliated Agent

Before you came to the Cerulean Council, you were closely affiliated with another group within Isarn.

Benefit: Select an organization within Isarn to have previously been affiliated with. This may not include The Revolutionary Council or the Grey Gardeners. Begin with an influence of Rank 1 with that organization and automatically know 2 Strengths and/or Weaknesses of the organization chosen. You may choose to count a successful Influence check 5 higher than the DC as 2 successful checks.

Normal: Begin with influence 0 in an organization, knowing no Strengths or Weaknesses. You may only count an Influence check as 2 successful checks when the influence result is 10 higher than the DC.

Secret Practitioner

You worship one of the numerous gods banned in Galt and have learned to practice your faith in secret.

Benefit: You may use divine abilities without having to present your holy symbol, though you must still have it somewhere on your person. Once per week, you may pray to your deity to have the closest follower of your faith or a sympathetic faith come to your aid. However, the person aiding you will not risk their life or reputation to do so. (e.g. Give you a place to hide, confirm an alibi, keep an eye on a neighbor)

Catacomb Dweller

You've spent a significant portion of your time traversing or living in the Catacombs beneath Isarn.

Benefit: You begin the adventure with more detailed information about some locations in the catacombs. Additionally, you can locate the nearest catacomb access by making a DC 25 Knowledge: Engineering or Survival check. Finally, receive a +3 trait bonus on any Diplomacy, Knowledge: Engineering, or Survival checks pertaining to the catacombs, their navigation, or events therein.

Aspiring Sidekick

You know one of the city's vigilantes, whether they once saved you, came to you for your expertise, caught you for a minor crime, or are a fellow vigilante.

Benefit: Begin with an influence of Rank 1 with a vigilante of your choice (except the Red Raven or Le Malheur). Once a week, you may ask a question of your vigilante. (e.g. ask them a question about their district or someone in it). Once a month, you may contact your vigilante to ask for their help (e.g. cause a distraction, track down someone hiding in their part of town).

Local Business Owner

You're a local fixture of Isarn, somehow making due running your own business.

Benefit: You have 750 GP to spend on creating a business (see Ultimate Campaign rules), any remaining GP is wasted. Each time you roll for an event during the downtime event phase you may roll twice and choose your result.

Barrister

You've studied Galt's eccentric history of laws religiously. You understand just how peculiar and contradictory Galt's laws are, and can twist them to your benefit.

Benefit: You receive a +1 trait bonus on Linguistics checks and Profession: Barrister checks and they are always a class skill for you. Once per day, you may roll twice on a Profession: Barrister or Diplomacy check to argue your case against a member of law enforcement or officer of the court and take the better result.

Menacing Mien

While the powerful in Galt tend to favor deceit or rhetoric to persuade others, you use your intimidating demeanor.

Benefit: You recieve a +2 trait bonus on Intimidate checks. You may use Intimidate to aid an ally's Diplomacy check, granting a +3 bonus instead of the usual +2 when successful. Once per week, when making a Diplomacy check you may make an Intimidate check alongside your Diplomacy check and use the higher result. This use still counts as making a Diplomacy check. Using Intimidate in either of the above ways reduces a Friendly or Helpful creature's attitude to Indifferent.

Passionate Orator

Your conviction in your ideals drives your arguments.

Benefit: Your determination in a verbal duel does not decrease for being a significant or extreme disadvantage.

Normal: At a significant disadvantage, your determination is multiplied by 3/4. At an extreme disadvantage it is multiplied by 1/2.

Rising Star

You're becoming well-known within the current Council not only as a politically reliable individual within the officer corps, but as someone who is capable of getting the troops to get the job done.

Benefit: You have 750 GP to spend on creating a military force (see the Ultimate Campaign rules for building organizations out of teams) using primarily military teams (Archers, Cavalry, Cavalry Archers, Elite Archers, Elite Guards, Elite Soldiers, Guards, and Soldiers). You must have at least 15 military people (3 of the above teams) in your organization, though you may add on any other type of team (a team of bureaucrats would be useful, just as an FYI) in addition to them. You may add GP from your WbL if you wish, but if any GP from the 750 remains it is wasted.

During downtime, 1 of every 7 days will be spent keeping the peace in the city (and cannot therefore be used in any other way, using a variant on the 'Enforce Order' Downtime Activity); however, each time you roll for an event (using the Mercenary Company Events table) during the downtime event phase you may roll twice and choose your result.