Traits
Contents
Tier
Tier 0
This is where we as normal humans sit. However, the only characters in the storyverse that fit into this tier are the inhabitants created by Metro City.
Tier 0 characters get 125% of experience, but they have such heavy penalties there is no reason for this to be used for any character. Additionally, they can only have one defining trait.
Traits Available at Tier 0
Physical
- Size
- Weight
Mental
- NONE
Combat
- NONE
Tier 1
This is where the average person sits within the storyverse. This is used largely for noncombat NPCs. In some games where the PC start as simple villagers, the game might start at this level, but due to the restrictions it is a poor idea to be used beyond a 'prologue' idea.
Tier 1 characters get 115% of experience, but they cap very early and have none of the advantages Tier 2 characters have. In addition, Tier 1 characters are restricted to a max of three Defining Traits, only one of which can reach Mid.
Traits Available at Tier 1
Physical
Mental
Combat
- NONE
Tier 2
This is where the average adventurer sits within the storyverse. In most games PCs will start here, and most of the NPCs that are involved are here or higher.
Tier 2 characters get 100% of experience, but have an experience cap. Tier 2 characters can have anywhere between two to five Defining Traits. Depending on the DM, Very High might be banned and/or a High might be required at this Tier.
Traits Available at Tier 2
Physical
Mental
Combat
Tier 3
This is where an experienced adventurer sits within the storyverse. Some traits, such as Psychic, require a character to start in this tier, and as such might be banned from games.
Tier 3 characters get 80% of experience, but have an experience cap. Tier 3 characters work the same as Tier 2 characters in Defining Traits, but have experienced an event which has made one trait particularly high for them, requiring one Very High.
Traits Available at Tier 3
Physical
Mental
- Psychic (Starting Only)
Combat
- Telekinesis (Starting Only)
Tier 4
This is where the average veteran adventurer sits with the storyverse. Most longer games will have the party end in this. Unless explicitly permitted, characters are generally banned from starting here and any traits that require the tier are offlimits during creation.
Tier 4 characters get 55% of experience, and have such a high experience cap that they should never reach it in the campaign. Additionally, the events they've been through have made them very resolute, requiring three Very High in Defining Traits.
Traits Available at Tier 4
Physical
Mental
Combat
Tier 5
This is where only the most powerful characters sit in the storyverse. In general this is only achieved through special means, and it is discouraged to have multiple characters in this Tier in the story
Tier 5 characters get 20% of experience, but have no experience cap. Though they have great power, it has come from either years of dedication to something and/or tampering with more questionable forces, and these experiences have made they excessively resolute, requiring five Very Highs in Defining Traits.
Traits Available at Tier 5
Physical
Mental
Combat
Defining Traits
Note: Everything in Moderation!
In small amounts, none of these are 'bad' traits to have. They all are common traits in the real world, and all provide a small bonus in creation and some definition to personality. However, if a higher level is taken, they become something that is clearly distinct about the character, and have difficulty acting in a manner contrary to that. At the highest level, they have great trouble even understanding the opposite view.
Note: The Cautious Loudmouth
Some traits seem redundant, and the current definitions don't help because they're so vague to allow multiple interpretations themselves. It's entirely possible traits will come and go, but there's some archetypes that fit each if asked.
Ultimately the idea is for one NOT to be able to pick all of the defining traits anyway, so some might be off-limits if another is chosen, even if it's not its 'opposite' (Withdrawn if Brave, for instance). It's all in progress.
Brave/Cautious
Brave characters are willing to face any challenge they meet.
- Very Low
- Low
- Mid
- High
- Very High - The character is a thrill-seeker of the highest order. They suffer heavy penalties when they have to take a less direct method, and are easily manipulated by their desire to face challenges.
Cautious characters try to understand a situation before rushing in.
- Very Low
- Low
- Mid
- High
- Very High - The character is overly cautious. They suffer heavy penalties in situations where they don't understand everything, and are easily manipulated by their desire to do so.
Emotional/Rational
Emotional characters let their gut guide them. They do and believe what feels right to them.
- Very Low
- Low
- Mid
- High
- Very High - The character is a slave to their desires. They suffer heavy penalties doing something they don't want to do, and are easily manipulated by their emotions.
Rational characters let logic be their guide. They favor pragmatic decisions, despite how it might make them feel.
- Very Low
- Low
- Mid
- High
- Very High - The character is a slave to logic. They suffer heavy penalties doing something that makes no sense to them, and are easily manipulated by logical arguments.
Empathetic/Adrift
Empathetic characters are able to connect with others well.
- Very Low
- Low
- Mid
- High
- Very High - The character is a bleeding heart. They suffer heavy penalties around suffering or acts that will harm others, and are easily manipulated by their need to connect with others.
Adrift characters are able to function on their own well.
- Very Low
- Low
- Mid
- High
- Very High - The character is a thoroughbred loner. They suffer heavy penalties when they have to work cooperatively with or for others, and are manipulated by their desire to be alone.
Goal-Oriented/Self-Oriented
Goal-Oriented individuals prioritize their goals before their selves, choosing personal sacrifice to further than long term goals.
- Very Low
- Low
- Mid
- High
- Very High - The character is unhealthily focused on their goals. They suffer heavy penalties in any situation which sets their goals back, and easily manipulated by the promise of furthering them.
Self-Oriented individuals prioritize their selves before their goals, as short self-term improvement can help solve long term goals.
- Very Low
- Low
- Mid
- High
- Very High - The character is unhealthily focused on their self. They suffer heavy penalties in any situation which might set their self back, and are easily manipulated by the promise of furthering their self.
Seasoned/Pure
Seasoned characters often try to use their knowledge to cut corners.
- Very Low
- Low
- Mid
- High
- Very High - The character is a type of snob. They suffer heavy penalties in situations where they don't have to exercise their knowledge, and are easily manipulated by their desire to do so.
Pure characters tend to try to do things the proper way.
- Very Low
- Low
- Mid
- High
- Very High - The character is a devout purist. They suffer heavy penalties in situations where they have to exercise techniques they're less familiar with, and are easily manipulated by a promise of the familiar.
Note: With Five Different Types of Seasoning
Seasoning is a filler word right now and may very well be changed in the final draft, but, as with any of these, it ultimately has various interpretations. A character could be a seasoned sycophant or charmer, for instance, preferring to use their words.
Pure can be taken just as well, as someone who frowns upon using words to end a battle rather than action could be qualified as a purist.
Outspoken/Withdrawn
Outspoken characters always attempt to communicate their own ideas.
- Very Low
- Low
- Mid
- High
- Very High - The character is a loudmouth. They suffer heavy penalties when they are incapable of communicating or exercising their ideas, and are easily manipulated by the desire to do so.
Withdrawn characters allow others to communicate their ideas first.
- Very Low
- Low
- Mid
- High
- Very High - The character is a social hermit. They suffer heavy penalties when put on the spot, and are easily manipulated by situations where they have no need for input.
Flight
Natural
The character is able to move throughout air without external aid. Doing so costs mana, and the action is forcibly stopped when it runs out.
There tend to be two types of flight:
- Speed. Bonuses to speed and dodge, hits cause heavy loss of momentum and elevation.
- Power. Penalties to speed and dodge, hits have minor effect.
Limited
The character uses an external aid to fly. Although this rarely involves a mana investment, the means usually has a limitation that makes it a less appealing option than natural flight.
There tend to be two types of restrictions, although both together are common:
- Time. The flight can only be invoked for a certain number of turns, and must be recharged before the possibility of reuse.
- Use. The flight can only reach certain a certain altitude, be used in certain environmental conditions, or some other restriction preventing it from mimicking natural flight.
Natural Emotional State
- Happiness
- Rage
- Sorrow
Psychic
Requirement: Tier 3
Pacifism
- Technical
- True
Requirement: Tier 2
Combat Traits
Weapon Mastery
Magic
Support
Miscellaneous
Weakness
Weaknesses are something that affect your character in a negative manner. It can be a specific body part that takes extra damage, or a certain kind of attack that deals extra damage. Types and number allowed vary by DM fiat.
- Very Low - The character takes small extra damage when weakened.
- Low - Same as Very Low, but higher damage.
- Mid - Same as Low, but higher damage. In addition, the character takes penalties to actions one turn after being weakened.
- High - Same as Mid, but higher damage and three turns afterwards. Furthermore, the character must roll a dice to see if they are stunned next turn.
- Very High - The character takes major damage when weakened, and is automatically stunned their next turn. They take massive penalties in any activity until they recover the amount of health lost from the hit.