Cost 2

Environmental Traits

Highlander (hills or mountains):

You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands.

Stealth is now a character skill.

You gain a +1 to Stealth in hilly or rocky areas.

Log Roller (forest):

The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing.

Acrobatics is now a character skill.

You gain a +1 trait bonus to your CMB when attempting to resist trip attacks.

Militia Veteran (any town or village):

Your first job was serving in a civilian militia in your hometown. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life.

Intimidate is now a character skill.

You gain +1 to Intimidate checks against enemies of the Imperium

River Rat (marsh or river):

You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels.

Swim is now a character skill.

You gain a +1 trait bonus on damage dealt with daggers

Savanna Child (plains):

You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna's secrets.

Ride is now a character skill.

You gain +1 to Ride checks when dealing with creatures native to the Imperium.

Vagabond Child (urban):

You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.

Escape Artist is now a character skill.

You gain a +1 to Escape Artist checks when dealing with Technological bindings.

Desert Child (desert):

You were born and raised in rocky deserts.

You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions.

Tundra Child {Tundra or Cold regions}

You were born and raised in the cold wastes of the far north or far south, and are accustomed to low temperatures.

You are accustomed to low temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in cold conditions.

Bastard (Any Locale)

You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight.

Benefits: You gain a +1 trait bonus on Sense Motive checks.

Seven Heavenly Virtues [Not Overhauled yet - You've been warned]

[Multiple virtues share the same Trait slot.]

*You cannot possess the Virtue Trait and the opposite Sin Defect.*

Temperate

Cost: 2

+1 to fortitude,reflex and will saves. Temple Opinion +1

Roleplay Ideas: Temperate characters are more likely to maintain balance in all things, they are not greedy people, tend to be honorable and tend to be zealous about life, due to maintaining their health so well they can resist physical and mental issues slightly easier then others. Gluttonous characters tend to think temperate characters need to 'quit counting the calories' and enjoy themselves.

Opposite: Gluttonous

Charitable

Cost: 2

+3 Diplomacy checks, -1 Appraise checks +1 temple opinion

*characters are more likely to buy things for others at random.

Roleplay Ideas: charitable people use their wealth to help the world, buying food, clothing or tools for people to improve their lives, generally charitable people wont buy combat equipment for people with the exception of protecting mortals from otherworldly threats, like a demon invasion for example.

Diligent

Cost: 2

+2 to all Craft, Knowledge, Profession and Entertain, Temple Opinion +2

Roleplay ideas: Diligent people aren't very greedy and are a bit zealous about life, they enjoy working, making creating and generally being productive people in society, slothful sin players resent the zeal and ambition radiated by a diligent character.

Opposite: Slothful

Patient

Cost: 2

Defense: +2, +1 to Knowledge skill checks.

Roleplay ideas: Patient characters are very rational individuals and it pays off in the end they enjoy study of all sorts,

they tend to focus on Defense in combat and try to keep a clear head during intense situations.

Opposite: Wroth

Kind

Cost: 2

+3 Diplomacy, Temple Opinion +1

Roleplay Ideas:Kind characters very honorable don't hesitate to do what is right and try to help others even if it

affects themselves in a negative way Wroth sin and Envious sin Characters tend to hate kind characters due to their natures.

Opposite: Envious

Humble

Cost: 2

+2 Bluff +2 Diplomacy -3 Intimidate Temple Opinion +2

Roleplay Ideas: Humble characters are content with the status quo,the temples have great respect for humble characters,

proud characters usually develop the Overconfident defect as a result of possessing this sin.

Opposite: Proud

Chaste

Cost: 2

+1 Skillpoint per level, Resist spells with sexual descriptor +2, Temple opinion +3 (+6 to Cevelis)

Chaste characters tend to only have sexual relations with a individual or individuals they are in a formal relationship,

as a result of their mindset they can resist sexual magic easier and have time to devote to skill improvement, lustful characters have a hard time understanding chaste characters.

Opposite: Lustful

True Imperial Knight

Worshipers of Talos who possess 3 of the Heavenly virtues and none of the deadly sins, gains the True Imperial Knight trait for free, cost: 0 and occupies its own slot, if you find yourself without 3 heavenly virtues or gain one of the deadly sins you lose this trait until you have atoned.

Temples All: +6

+1 Dodge bonus to Defense, +1 attack with manufactured weapons, unarmed and natural attacks not included.

Sexually Balanced Society: Earth Normal, No bonuses

Cost: 0, Does not consume a slot, assume all characters possess this unless otherwise changed by Traits below.

Sexually Private Society [Does not use a slot]

Cost: 2

You come from an area where the act of sex takes place in privacy and society acts as if sex and sexuality don’t exist. In such a society, clothing is exception-ally demure. Sexual topics are never discussed and anything possibly construed as licentious is avoided or hidden. In extreme societies, this may even lead to the word “leg” interpreted as a bit scandalous and table legs covered for propriety.

Benefit:

You receive a +4 bonus on all saving throws against spells with the Sexual descriptor.

Special:

A character may not take both this and the Sexually Open Society feat.

*think 'vulcans, etc '

Sexually Open Society [Does not use a slot]

Cost: 2

You come from an area where sex and sexuality are open and acknowledged aspects of existence. In such a society, clothing is used for ornamentation and allure, not to hide breasts and genitals. Sexual topics are valid and frequent topics for discussion.

Benefit:

You gain a +2 bonus on all Perform (sexual techniques) checks and sexually oriented Knowledge checks.

Special:

A character may not take both this and the Sexually Private Society feat.

*think 'Orion slave girls anyone?'