Trait Info
TRAITS
Usage: trait [add/remove] <trait name> <player> With two-word trait names, put the name in quotes. To see the god-traits and mark-desc lines, see HELP POOPYRAESTRAL.
BACKGROUND
aristocrat: When you have matured some, you will be granted an inheritance from your estate. (2 trains)
- Mechanics: Starting at level 5 you get 25g. Every year after that, between 40 and 60 gold (in bank).
blacksmith: Your weapons and armor require less repair (metal only). (1 train)
- Mechanics: Metal weapons you use deteriorate 75% more slowly.
heirloom: You are the owner of a family heirloom. (3 trains)
- Mechanics: When the PC's level exceeds the heirloom's level, the heirloom:
- -Increases by 10 levels
- FOR WEAPONS: +1 v2 (dice type)
- +1 dr OR hr
- +1 str OR dex
- FOR ARMOR: -1 all 4 ac
- +1 str OR dex OR con OR hr OR dr
- FOR JEWELRY: +5 HP OR mana
- +1 dr OR hr OR int OR wis OR +5 HP OR mana OR -2 saves
loyal retainer: At level 10, you gain the ability to call a loyal retainer. (2 trains)
- Mechanics: Loyal retainer. Durr.
streetwise: A life spent growing up on the streets has left you wise to many common tricks. (1 train)
- Mechanics: +10% chance of resisting a waylay, steal, cutpurse, plant, garrote, +90% chance of res. peek
GENERAL
brave: You are braver than most in the face of danger. (1 train)
- Mechanics: +15% chance of successfully rescuing, +50% chance of resisting PWFear, AbomRune, DemHowl
cowardly: You are a coward, adept at escaping danger. (1 train)
- Mechanics: Can set wimpy to 3/4 HP (instead of 1/2 HP), +10% chance successful cower, 2x odds of successful flee.
critical eye: You tend to notice your mistakes and learn well from them. (1 train)
- Mechanics: +20% chance of improving a skill when used.
cynic: You are difficult to fool. (1 train)
- Mechanics: +75% odds of seeing thru mimic, ventriloquate, greater ventr. +10% res_illusion. 2x svs vs. enhance pain.
frugal: You are quite persuasive when it comes to bartering with merchants. (1 train)
- Mechanics: If has haggle: +10% haggle, ELSE has haggle at 15%.
linguistic: You can more easily hear the subtle variations in different languages, and learn them at a faster rate than most people. (1 train)
- Mechanics: 2x chance of improving at languages each time.
MAGICAL
arcane touch: You have a natural affinity for using staves and wands. (3 trains)
- Mechanics: If PC has wand/scroll/etc skill: effective +15% to skill, ELSE has 40% skill.
gifted: You may attempt to cast spells you do not have the energy for. (1 train)
- Mechanics: Must have > 0 mana. 25% chance of casting and going into negative mana. If fails 25% check, 50/50 chance of: A) mana -> 0, or B) nothing happens, slightly less lag than usual "insufficient mana" attempt.
resistant: You resist the effects of magic more than most. (3 trains)
- Mechanics:
If you fail a save, gives you one re-roll. Effectively doubles saves.</i>RIP, resistant
magic aptitude: The initial magical energy required for your spells is less. (1 train)
- Mechanics: <i>Instantly have lowest-level of mana cost for spells instead of unlocking thru levels.
obscure: No one can make out the arcane words used in casting your spells. (1 train)
- Mechanics: utters the words 'grzzzh' instead of utters the words 'armor', etc.
pious: Recall until level 25. After level 25, a greater chance of divine notice to your sacrifices. (1 train)
- Mechanics: 2x chance of a sac triggering autoblessing (from 1/256 to 1/128)
PHYSICAL
ambidextrous: You are good at balancing your weapons, when fighting with two. (2 trains)
- Mechanics: Normally can DWield if DW <= MainWeaponWeight*8/12. Changes to 10/12. Also changes str req'd for DW by 5/7.
aquatic nature: You are a surprisingly good swimmer. (1 train)
- Mechanics: Has swim.
charming: You have the potential to be extraordinarily charismatic. (2 trains)
- Mechanics: +1 to chr.
cold-natured: You don't really notice cold weather. (1 train)
- Mechanics: Like you're wearing something with the 'warm' flag. Ew.
eagle-eyed: You have sharp vision, allowing you to see further. (1 train)
- Mechanics: +2 max scan.
endurance: You can go longer without drink and nourishment. (1 train)
- Mechanics: Amount of food/drink value decrease per tick is halved.
fleet: You are able to grab fallen weapons in combat. (2 trains)
- Mechanics: If not fleet or a thief, you have a 75% of failing to pick up in combat. Thieves or fleet do not fail.
hollow leg: You can eat more than most before you get full. (1 train)
- Mechanics: +15% max eat
iron stomach: You can eat almost anything without becoming ill. (1 train)
- Mechanics: No affects from ingested poison.
long-lived: You're likely to live longer than most of your race. (2 trains)
- Mechanics: +5-10 maxage at creation.
nimble: Your natural grace permits you to wear heavier things without it affecting your spellcasting abilities. (1 train)
- Mechanics: Sch/Dru/Tem: Changes the maxweight of an item from: for torso, 10 to 15
- for hands, 5 to 10
- for arms, 7 to 12
- The difference b/w ItemWeight and SlotTolerance (if torso/arms this diff. is halved) is then summed for the three slots, and dexterity factored in. Templars then have 15 subtracted from this total, and the resultant # is your % chance of spell-failure. Bake for 15 minutes at 450 until golden-brown.
pack horse: You can carry more than someone of your size and strength usually could. (1 train)
- Mechanics: +15% to max carry
survivor: You have a firm grasp on the material world, and will resist your final death longer than others. (2 trains)
- Mechanics: +5-10 max death on creation.