Physical Traits




Strong

Level
Cost
Abilities
 
Prowess = Trait Level + Highest Combat Skill
1
--
  Feat of Strength: 1/day,   Capable
2
15 CP
  Feat of Strength: 2/day,   Hand-and-a-Half
3
30 CP
  Feat of Strength: 3/day,   Heavy Arm
4
45 CP
  Greater Feats of Strength,   Mighty
5
60 CP
  Heroic Feats of Strength,   Titanic
6
75 CP
  Enduring Power



Prowess : A character's base Prowess level is equal to their level in this trait, plus the level of their highest combat skill.

Feats of Strength : By focusing their physical power, a character may spend a feat of strength to...

...call a Power Strike 2, or better, for 1 melee/thrown attack.
..."lift" and "carry" a body at full speed.
...hold a barrier closed against several foes.
...break free of Bind, Shackle, or Slow effect with a 3-second count.
...resist a Knockdown effect.

Unless stated otherwise, Feats of Strength abilities are called as "Feat of Strength," or simply "Strength." Using a FoStrength for a Power Strike, however, is called as a normal Power Strike; as well, if the character has higher than Power Strike 2 from their skill in the weapon they are using, they call the higher damage. Heavy Weapons and other Power Strike enhancers all modify this ability, as normal. Breaking a Bind, Shackle, or Slow effect is called as "Strength 1, Strength 2, Strength 3," over the course of 3 seconds.

Capable : A character with this ability may use heavy armor and weapons, as well as large shields.

Hand-and-a-Half : This ability allows a character to use heavy weapons in one hand, without restriction, though they lose their bonus Power Strike damage while doing so.

Heavy Arm : This ability extends the power of Hand-and-a-Half, allowing a character to use heavy weapons in one hand without losing their bonus to Power Strikes.

Greater Feats of Strength : This ability increases both the scope and the power of all feats of strength called by those who possess it. A character with this ability improves their Feats of Strength such that they may spend one to...

...call a Mighty Blow for 1 melee/thrown attack.
...call a Parry with a melee weapon.
...break a held item as a standard break effect, after 5 seconds of concentration.

A Mighty Blow does twice a character's normal Power Strike damage, and may not be Parried or Deflected. The minimum damage for these strength-based Mighty Blows is 4.

Mighty : This ability permanently adds 1 to the damage of all melee and thrown Power Strikes the character calls. Also, a character may break bind, shackle, and slow effects after 3 seconds of struggling, and they may pick up and run at full speed with a body, without spending a feat for either. These "free" feat effects must be called as normal; they just do not use up a FoStrength while doing so. Mighty characters, finally, are immune to Disarm, but not Greater Disarm maneuvers.

Heroic Feats of Strength : This ability further increases both the scope and the power of any feats of strength called by those who possess it. A character with this ability improves their Feats of Strength such that they may spend one to...

...call a Mortal Blow for 1 melee/thrown attack.
...call a Weapon Break with a melee weapon.
...restore 3 Prowess after 5 seconds of concentration.

Titanic : Characters with this ability permanently add 1 to the damage of all melee and thrown Power Strikes they call; this ability is explicitly cumulative with the bonus from Mighty. As well, Titanic characters become entirely immune to Prowess Drain, Strength Drain, Knockdown, Bind, Shackle, and Slow effects (calling “No Effect” when hit with such).

Enduring Power : This potent ability allows the character to restore their Feats of Strength after 10 minutes of standard rest.


Tough

Level
Cost
Abilities
 
Toughness = Trait Level
1
--
  Feat of Toughness: 1/day,   Hale
2
15 CP
  Feat of Toughness: 2/day,   Tenacious
3
30 CP
  Feat of Toughness: 3/day,   Steadfast
4
45 CP
  Greater Feats of Toughness,   Oxheart
5
60 CP
  Heroic Feats of Toughness,   Indomitable
6
75 CP
  Enduring Fortitude



Toughness : A character's innate Toughness (how much damage they can take, added to Armor and Magical Protection) is equal to their level in this trait.

Feats of Toughness : By focusing their physical resistance, a character may spend a feat of strength to...

...resist a Poison or Disease effect.
...increase their healing rate after being Stabilized.

Unless stated otherwise, a Feat of Toughness ability is simply called as "Feat of Toughness." Using a FoToughness to resist a Poison or Disease effect, however, may be called as "Resist." The increased healing from using a feat lasts until the character is fully healed of their injuries, or they take another wound, which drops the enhancement.

Hale : This ability simply doubles the amount of time a character can survive the Poison and Disease conditions, meaning they will die in two hours instead of one.

Tenacious : Characters with this ability will remain critical for ten minutes before dying, rather than five. As well, it takes ten minutes for two limb wounds to worsen into a torso wound, instead of five minutes.

Steadfast : With this ability, a character’s native vitality is increased such that multiple limb wounds will never worsen into a torso wound, regardless of how long they suffer from them. In addition, it takes the wounding of all four limbs to cause a torso wound directly, instead of three. Remember, however, that a second hit on an already-wounded limb will directly cause a Torso wound, regardless of this or other abilities. Steadfast characters, finally, are immune to Subdue as per the first level Perceptive ability, Hidden Sense.

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

...ignore the effects of current limb wounds until healed or wounded again.
...resist a Poison or Disease effect, and then immediately gain a basic Feat of Toughness in this feat’s place.

Limb wounds that are ignored with this ability do not hinder a character's actions in any way. This ability may not be used if a character takes 4 limb wounds, however, as they instantly take a Torso Wound in that case. A lesser feat that "replaces" a greater feat is lost when the original is restored, if it has not been used.

Oxheart : With this ability, a Tough character permanently gains a level of enhanced healing. Oxheart does not stack with, and in fact replaces, the earlier feat effect.

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

...call a Physical Resist against an applicable attack.
...spontaneously stabilize themselves after going critical, at any time while bleeding out.
...Restore 3 Toughness, after 5 seconds of concentration.

Indomitable : Characters with this ability are almost preternaturally tough, for they completely ignore the debilitating effects of limb wounds. They may use wounded limbs without restriction, and even if all four of them are injured, the character will not go critical. HOWEVER, do note that any hit on a wounded limb will still cause a torso wound immediately. Finally, Indomitable characters are entirely immune to all Poison and Disease, calling “No Effect” when targeted with such.

Enduring Fortitude : This potent ability allows the character to restore their Feats of Toughness after 10 minutes of standard rest.


Agile

Level
Cost
Abilities
 
--
1
--
  Feat of Agility: 1/day,   Coordination
2
15 CP
  Feat of Agility: 2/day,   Ambidexterity
3
30 CP
  Feat of Agility: 3/day,   Finesse
4
45 CP
  Greater Feats of Agility,   Surefoot
5
60 CP
  Heroic Feats of Agility,   Dervish
6
75 CP
  Enduring Grace



Feats of Agility : By focusing their native dexterity, a character can spend a feat of agility to...

...use a single Dodge effect, as per the combat ability.
...sidestep a sprung area-effect trap, counting as up to 3’ away.
...regain lost footing in physical challenges.
...ignore an accidental step into a circle or magical wall (no more than 1’ in, and within 1 second).

Using a Feat of Agility is called as "Feat of Agility," or simply "Agility." All three of the latter feat effects require a bit of judgment on the part of the player, as well as any marshals present. In the case of "physical challenges" like jumping stones, a character must normally land entirely within the boundaries of the "stone" in order to keep their feet. With a feat of agility, they may--very quickly--reposition themselves after jumping, if such is not the case.

Coordination : Characters with this ability may wield two weapons at once. One of these weapons may be no longer than a shortsword (33”).

Ambidexterity : Improves on the ability of Coordination, extending the usable length of a secondary weapon to that of a longsword (46”).

Finesse : This ability allows characters to use their natural agility in combat, in place of brute force. Their base Prowess becomes their level in the Agile trait – 1, or their level in the Strong trait, whichever number is higher.

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

...call a free True Strike 2, or better, with any kind of weapon.
...become Hasted, as the WaM spell, Joy Takes Flight, though with no extra dodge effects ("Greater Agility: Haste, Haste, Haste...").

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.

Surefoot : This ability allows a character to regain footing--just like the final three basic feat abilities--without actually spending a Feat of Agility. Otherwise, treat these situations just as if they have used the feat.

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

...call a free Mortal Blow with any kind of weapon.
...call an Evade on a missile or thrown attack; gain a Greater Feat of Agility in this feat’s place.
...restore 3 Prowess after 5 sec. concentration.

Evades are treated just like Dodges, though they only apply to missile and thrown weapon attacks.

Dervish : This ability simply grants a +1 damage bonus to any Power Strikes called while wielding two melee weapons. As well, Dervishes gain Mobility, as per the combat ability of the same name.

Enduring Grace : Allows a character to restore their Feats of Agility after 10 minutes of standard rest.


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