Note: If a Trait has a negative cost, it returns Bonus Points rather than costs Bonus Points.
1 Point: One ally of moderate influence.
2 Points: Two allies of moderate influence.
3 Points: Three allies, one of whom is quite influential.
4 Points: Four allies, one of whom is very influential.
5 Points: Five allies, one of whom is extremely influential.
1 Point: A magic item equivalent to a level 1 Spell. For example, an item that stores 1 point of a particular Magic Resource, a weapon adding 1 die to Attack and damage, a container that holds more than it physically should or a wand that casts a level 1 spell when fed a Magic Resource.
2 Points: A magic item equivalent to a level 2 Spell. For example, an item that stores 2 points of a particular Magic Resource, a weapon adding 2 dice to Attack and damage, a mask that transforms your body to appear as a different person or a wand that casts a level 2 spell when fed a Magic Resource.
3 Points: A magic item equivalent to a level 3 Spell. For example, an item that stores 3 points of a particular Magic Resource, a weapon adding 3 dice to Attack and damage, an amulet that increases the difficulty of detection Spells or a wand that casts a level 3 spell when fed a Magic Resource.
4 Points: A magic item equivalent to a level 4 Spell. For example, an item that stores 4 points of a particular Magic Resource, a weapon adding 4 dice to Attack and damage, an animal hide that transforms the wearer into that animal or a wand that casts a level 4 spell when fed a Magic Resource.
5 Points: A magic item equivalent to a level 5 Spell. For example, an item that stores 5 points of a particular Magic Resource, a weapon adding 5 dice to Attack and damage, glasses that let you see magic or a wand that casts a level 5 spell when fed a Magic Resource.
6 Points: A magic item equivalent to a level 6 Spell. For example, an item that stores 6 points of a particular Magic Resource, a weapon adding 6 dice to Attack and damage, a cloak of invisibility or a wand that casts a level 6 spell when fed a Magic Resource.
1 Point: Military sergeant, landless hedge-knight, young priest in an influential temple.
2 Points: Knight, city guard captain, head priest of small temple.
3 Points: Count, head of organized crime syndicate in a city, member of druid high circle.
4 Points: Lord, tribal elder, high priest
5 Points: Member of Royal Family, head of powerful secret society, head of religious order.
Undying (1 BP): Whether through design or chance, you have died and broken the natural order by returning escaping the Pale Mountains, your soul twisted both by this process and simply to facilitate an existence outside life and death. You have all Undead Traits. Your soul cannot be claimed by any deity, ensuring Shadis gains control of your soul if you are destroyed.
1 Point: Start with nice clothes, Class 3 Armor, up to 2 Weapons, a high end beast of burden (such as a horse) and savings sufficient for an extravagance or two a year. You have a nice house or small farm holding and can afford to travel and stay at inns freely. You can easily support the basic needs of several dependents.
2 Points: You have visible wealth, starting with Class 4 Armor and any number of Weapons. You can possess numerous fancy outfits, extensive lands, wagons, a coach and large home(s). You can occasionally splurge on big ticket items such as services of a magic user and can easily support a large staff and multiple dependents.
3 Points: You have riches equivalent to high nobility, including extensive lands, income streams, possessions and ability to buy rare services such as those of master mages, high priests and assassins. You can support a large staff in multiple dwellings and an extended family in a lavish manor. There are no restrictions on what Armor, Weapons or other non-magical equipment you can own.
Half-Human (2 BP): An unusual quirk of Human biology is their ability to reproduce with most anatomically compatible Species, although the result is often closer to the non-Human parent than the human. Humans cannot take this Trait.
As a Half-Human, the Species limits for all your Talents start at 5, rather than the usual limit for your Species. This does not change your starting levels. You can pick any Skill for one of the Skills your Species gains a difficulty reduction in. The other Skill must be chosen from the list available to your Species. Increase your Soul level by 1.
Domain Affinity (5 BP): You have an exceptional talent for or understanding of a specific Domain. Select a Domain; the difficulty of activation rolls for Spells from the chosen Domain is reduced by 1. This Trait can only be purchased once per Domain.
Celestial (8 BP): The offspring of divine beings and mortals, slain immortals reborn into mortality and stranger hybrids of the divine and material. Celestials have enough physicality to live as mortals but contain the spark of divinity.
For a Celestial, their starting level and Species limit for Influence is increased by 1 at character creation. They increase their Divinity by 1, start with a level of 1 in a Divine Domain and replace one of the Skills their Species gains a difficulty reduction to with Sixth Sense, Persuade or Spellcraft (chosen at Character Creation).
Celestials inherit the authority of their divine parents, but also the stigmas and obligations. They have a specific compulsion determined by their parentage, which they must roll Soul (difficulty set by Game Master) to resist when the appropriate situation occurs.
Dhampir (9 BP): With one parent an Undying, the children of the night are followed by darkness even when they walk in the light.
For a Dhampir, their starting level and Species limit for Influence is increased by 1 at character creation. They increase Arcanum by 1, start with a level of 1 in an Arcane Domain and replace one of the Skills their Species gains a difficulty reduction to with Intimidate, Stealth or Spellcraft (chosen at Character Creation).
Changeling (12 BP): The offspring of a mortal and a True Fæ, the Changelings are mortal beings with an abnormal connection to the natural world.
For a Changeling, their starting level and Species limit for Influence is increased by 1 at character creation. They increase their Primal by 1, start with a level of 1 in a Nature Domain and replace one of the Skills their Species gains a difficulty reduction to with Sixth Sense, Subterfuge or Spellcraft (chosen at Character Creation).
Changelings inherit authority over the aspect of the natural world controlled by their Fæ parent. This might include ice and snow for a Winter Knight, Plants for a Dryad, fear and loss for a Hag and much more. Spend 1 Soul and roll Influence + Sixth Sense (difficulty set by Game Master) to control their inherited aspect.
Allergic (-1 to -4 BP): You have an allergy to a specific substance. If the substance is very common, you get an additional point returned.
-1 Point: Visible reaction, such as swelling and hives. The difficulty of Influence rolls reliant on appearance is increased by 1.
-2 Points: The difficulty of all rolls is increased by 1.
-3 Points: The difficulty of all rolls is increased by 3.
Compulsion (-1 to -6): You have a behavior that is exceptionally hard for you to resist. When the opportunity presents itself, you must roll Soul (difficulty 6) to resist acting on your compulsion. The cost of this Trait is determined by how detrimental the behavior is for you.
Fixed Form (-1 pt.): Whether mystical happenstance or a deliberate curse placed upon you, you are bound to a single physical form which you are inevitably forced back to. If your physical form is altered by Biomancy, Shapechange or a similar effect, you must roll Soul (difficulty 6). After 1 minute per Success, you are returned to your fixed form, even if the effect altering your form has not ended.
Each level of Biomancy beyond the first costs 1 less Experience, and each level of Shapechange beyond the first costs 2 less Experience. If you start with a Biomancy or Shapechange level of 2 or more, you gain bonus Experience equal to what you would have saved if you purchased the Domains with Experience.
-1 Point: You start with Class 1 Armor and a Small Weapon. You have a couple blankets, a cookpot and other necessities to live. You have enough income for a shared room, sufficient food to survive and replace necessary gear. You do not have enough income to rent rooms while traveling, but can scrounge for shelter. You cannot support the basic needs of a dependent.
-2 Points: You are homeless with one set of worn clothes and a lice-ridden blanket. If your Survive and Craft is high enough you may be able to live comfortably off the land. You do not start with Armor or Weapons.
Distorted Shadow (-2 pt.): Your shadow always appears far larger than your natural form should account for, stretched to twisted and unnatural proportions. When your physical form is altered, your shadow remains unchanged. A character must roll Awareness + Analysis to notice your irregular shadow in appropriate lighting (difficulty 6, or difficulty 4 if you are in a form distinctly different than your natural form, such as a biped in the form of a quadruped).
Hedge Magician (-3 pt.): Your understanding of magic is stunted through poor training or an inherent disability. You can only use Arcana points to fuel spells from the Hedge Magic Domain and are unable to learn spells from other Arcane Domains. Increasing your Hedge Magic level by 1 costs 1 less Experience than normal.
Stunted (-4 pt.): Whether from disease, injury or pure chance, you lost or never developed the full potential of your Species. Your starting level in a Talent is reduced by 1, to a minimum of 1.