Mental Traits




Learned

Level
Cost
Abilities
 
Skill Affinity: Scholarship, Mercantile, Tinkering
1
--
  Feat of Learning: 1/day,   Acumen
2
15 CP
  Feat of Learning: 2/day,   Efficiency
3
30 CP
  Feat of Learning: 3/day,   Deep Knowledge
4
45 CP
  Greater Feats of Learning,   Brilliance
5
60 CP
  Heroic Feats of Learning,   True Deliberation
6
75 CP
  Enduring Wisdom



Skill Affinity : For every level in this trait, a character adds 1 to their Research, Expertise, and Tinkering Production.

Feats of Learning : By focusing their memory and understanding, a character can spend a feat of learning to...

...gain specific insight into puzzles, games of skill, text props, curious items, and interesting locations, all with marshal input.
...activate any single ritual with 1 minute of simple concentration ("Learned: Ritual Name").

Rituals activated by Feats of Learning, no matter what their normal form, do not require any expenditure of resources; this feat ability allows the character to precisely visualize the process of their ritual to such a degree that it activates spontaneously.

Acumen : This ability grants a learned character an extra downtime action which may only be used for Mercantile, Scholarship, and Tinkering purposes.

Efficiency : This ability grants a +2 overall bonus to skill-related downtime actions (any skill, not just Learned ones) taken by the character, assuming that ALL actions used involve one skill and one skill only. Efficient characters need not use all of their available actions, but the ones they do use must be for the same purpose. This bonus is applied to the overall session, not each individual action. This ability is not usable during in-game production periods.

Deep Knowledge : With this ability, a learned character may immediately increase the level of any one specialty they already have (in any skill), to a maximum level of 3. Deep Knowledge need not be declared immediately; the character may choose their bonus specialty as they would a normal specialty, when applicable.

Greater Feats of Learning : This ability increases both the scope and the power of any feats of learning called by those who possess it; they have improved them to such an extent that they may spend one to...

...count as two normal feats of learning when used for informational purposes.
...instantly activate a single ritual ("Greater Learning: Ritual Name").

Brilliance : A character with this ability defies conventional notions of education and self-improvement. Brilliant characters may pick ONE level 7+ ability, in any skill, that they have passed up in favor of the other choice. The character then gains this ability. Brilliance, like Deep Knowledge, does not require that the character choose the ability immediately. As well, Brilliant characters do not need formal training to acquire skills which need such (advanced weapon styles and magic); they are natural learners and can pick up even exotic skills automatically, as long as they meet the prerequisites and have some justification through roleplaying.

Heroic Feats of Learning : This ability further increases both the scope and the power of any feats of learning called by those who possess it; they have improved them to such an extent that they may spend one to...

...count as three normal feats of learning, when used for informational purposes.
...instantly activate up to two rituals ("Heroic Learning: Ritual Name 1, Ritual Name 2")

True Deliberation : When undertaking tasks requiring an extensive amount of time and involving unknown complications, a character with this ability has a far greater chance of success. On any downtime action involving random chance, Deliberation will greatly increase the odds of getting a favorable result. This ability works for ANY skill, as long as it has downtime applications, as above.

Enduring Wisdom : Allows a character to restore their Feats of Learning after 10 minutes of standard Rest.


Perceptive

Level
Cost
Abilities
 
Skill Affinity: Craft, Healing, Survival
1
--
  Feat of Perception: 1/day,   Hidden Sense
2
15 CP
  Feat of Perception: 2/day,   Vigilant
3
30 CP
  Feat of Perception: 3/day,   Multifarious
4
45 CP
  Greater Feats of Perception,   Eagle Eye
5
60 CP
  Heroic Feats of Perception,   One Shot
6
75 CP
  Enduring Insight



Skill Affinity : For every level in this trait, a character adds 1 to their Craft Production, Treatment, and Exploration.

Feats of Perception : By focusing their intuition and awareness, a character can spend a feat of perception to...

...reveal a Concealed person or object.
...detect poison in food, drink, or on an item.
...get a description of mundanely obscured monsters or characters.
...gain general insight into puzzles, text props, locations, etc.

Please see the Survival Skill for a detailed breakdown of Concealment. "Mundanely obscured" simply means far away or otherwise hard to make out figures, and the feat ability will grant a perceptive character a robust description on anything in such a condition. Complete darkness, however, is impenetrable to even this ability; at least some form must be made out. Characters use the feat in this way by calling "Perceptive: what do I see?", and the monster/npc/animal MUST give a useful response.

Hidden Sense : This ability causes the character to feel slightly ill at ease if there are characters around them that are hidden by in-game effects such as Concealment or Invisibility. In addition, characters with this ability are immune to Subdual, calling “No Effect” when hit with such.

Vigilant : Characters with this ability have an nearly preternatural danger sense, even while asleep. During any “cabin raid” attempted on a Vigilant character’s dwelling, the marshal in charge must give them 30 seconds warning (out of play) before proceeding. As well, characters with this ability may receive spontaneous “intuitions” from marshals, before a significant event occurs, both in game and during downtime. Vigilant--and other potentially applicable character abilities--should be marked on cabin notes for multi-day events.

Multifarious : A character with this ability gains a +1 bonus to each skill-based downtime action they take, though only if each action involves a completely different skill and/or subject. If the character uses more than one action for the same purpose, this bonus is inapplicable. ALL available actions must be used for SOMETHING, or the character also fails to receive the bonus. This ability is not usable during in-game production periods, at all.

Greater Feats of Perception : This ability increases both the scope and the power of any feats of perception called by those who possess it; they have improved them to such an extent that they may spend one to...

...gain general insight into situations as if they had spent two regular feats.
...reveal a Greatly Concealed character or item.
...ignore a Greater Subdue effect.
...call a True Strike with any Missile weapon.

A True Strike does base damage equal to a character's normal Power Strike damage in the weapon they are using, with 2 being the minimum. True Strikes may not be defended against with any combat maneuver, nor can they be resisted through other effects. The only way to defend against a True Strike is to actually defend against it mundanely.

Eagle Eye : A character with this ability may reveal concealed targets without spending a feat at all. All other rules for reveals still apply. As well, they may get a description of mundanely obscured monsters and characters without spending a feat, in the same way. Finally, Eagle-Eyed characters get a +1 damage bonus to all missile-based Power Strikes they call.

Heroic Feats of Perception : This ability further increases both the scope and the power of any feats of perception called by those who possess it; they have improved them to such an extent that they may spend one to...

...gain general insight into situations as if they had spent three regular feats.
...reveal an Invisible character.
...call a Mortal Blow with any Missile weapon.

One Shot: A character with this ability may call all of their missile-based Power Strikes as True Strikes, at no additional Prowess cost.

Enduring Insight : This ability allows a character to restore their Feats of Perception after 10 minutes of standard rest.


Willful

Level
Cost
Abilities
 
Mastery = Trait Level + Highest Spell School
1
--
  Feat of Will: 1/day,   Focused
2
15 CP
  Feat of Will: 2/day,   Stoic
3
30 CP
  Feat of Will: 3/day,   Grim
4
45 CP
  Greater Feats of Will,   Ascetic Discipline
5
60 CP
  Heroic Feats of Will,   Mind Fortress
6
75 CP
  Enduring Resolve



Mastery : A character's base Mastery is equal to their level in this trait, plus the level of their highest spell school.

Feats of Will : By using pure concentration, a character can spend a feat of will to...

...resist a Mental effect.
...resist a Blindness or Silence effect.

Focused : Characters with this ability reduce the time they must suffer through Blindness and Silence to 30 minutes.

Stoic : Characters with this ability are able to remain conscious while Critical; they may not move from where they lay, but they can communicate in a soft voice and observe everything around them. No actions can be taken in this state.

Grim : This ability simply adds 1 to the character’s maximum Toughness, through sheer force of will. As well, Grim characters, if dead, will have their soul remain with their body for 10 minutes, instead of 5.

Greater Feats of Will : This ability increases both the scope and the power of any feats of will called by those who possess it; they have improved them to such an extent that they may spend one to...

...”force” a spell, casting it at +3 Mastery.
...resist a Mental effect, then restore this feat as a basic Feat of Will.
...resist a Blindness or Silence effect, then restore this feat as a basic Feat of Will.

Ascetic Discipline : Characters with this ability have gained such a focused contemplativeness that they may quietly meditate for 10 minutes in order to activate ANY ritual they know, instead of taking the normal steps. This counts just as if the ritual was completed naturally, and they gain the charge as such. Even rituals which require physical components may be activated in this way, with no restriction. As well, Ascetics have near perfect control over the vocal components of spells; any verbal that they “flub” does not deplete a use or charge, where applicable.

Heroic Feats of Will : This ability further increases both the scope and the power of any feats of will called by those who possess it; they have improved them to such an extent that they may spend one to...

...increase healing rate after being stabilized (called as a basic Feat of Toughness)
...break free of Bind, Shackle, and Slow effects (called as a basic Feat of Strength)
...resist any single magical effect. (called as a basic Feat of Attunement)
...force others to listen for 10 seconds. (called as a basic Feat of Charisma)

Mind Fortress : A character with this ability is practically invulnerable to outside influence, becoming entirely immune to all Mental effects, Blindness, Silence, Will Drain, and Magic Drain. The character must call “No Effect” when targeted by such conditions. A character with this ability, as well, can never be compelled to tell the truth, nor have their emotions revealed, even with magical effects.

Enduring Resolve : Allows a character to restore their Feats of Will after 10 minutes of standard Rest.


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