Traits

Augur

The elves of Lurentia are guided by their seers, and even those relatively untrained in mystical arts can signs others may have missed, and gain a +1 bonus on tests for rituals dealing with fate or hidden information, such as Fortune-telling, Holy Smoke and Oracle.

Beast Tongue

The character can speak to creatures from the monster category Beasts. Beasts have their limitations but can answer questions about which creatures are in, or have traveled through, an area, and also estimate their numbers (one, two or many). The beasts do not perform any services; they talk to the character as if they were equals.

Bushcraft

The character can survive on meager resources and is used to finding food and shelter in harsh terrain. With a successful Vigilant test, the character can find enough food and water to feed him- or herself while being on the move in the wilderness. If the character is part of a small group (up to five individuals), food and water can be found for them as well, but that will take much more time. The group cannot be on the move during that time.

Contacts

The character has served in an organization or traveled far and wide, and has therefore spun a wide web of contacts. With a successful roll against Persuasive, the character can call to mind a contact that should be able to help with a specific question or in a precarious situation. The contact may not be available directly – that depends on who is included in the web of contacts. Suitable factions and people when it comes to specifying the character’s contacts include, but are not limited to: A nation's government or armed forces, any of the powerful organizations of Mithlonde, or your faith's organization and followers.

Dexterous

The character is from a race that has unusually small or nimble fingers and gains a +1 bonus on all Discreet tests when trying to steal items or hide items he carries.

Green Thumb

The character has a mystical connection to all growing things and has a +1 bonus on tests related to challenges in the wilds, such as orienting in the woods, finding food and shelter, and detecting/ avoiding natural traps. The bonus also applies to all Alchemy tests.

Hideouts

Many organizations and networks regularly establish hideouts in Mithlonde. For example, the witches of Hanema, the Antiquities Service, or criminal organizations such as Salcativi Family maintain such places for their members. The character knows of, and has access to, a series of such hideouts, linked to a specific group. There he or she can lay low and replace or acquire vital equipment, including weapons and armor. When the character needs a hideout, he or she rolls a Cunning test – a success means that the character recalls the location of a place in the vicinity. The location is hidden, safe and contains equipment to a value of 10 gold; the character decides what is kept in the hideout, items and/or coins. He or she who takes something from a hideout is expected to replace it later, or at least report what was taken and for what purpose.

Intimidating

Some races are exceptionally tall and broad, or have an alien and unnerving presence, and know how to use their appearance as an effective way to scare people into acting according to his or her will, if only for a short while. He or she gets a +1 bonus to all Persuasive tests pertaining to threats, interrogation and coercion. The effect is momentary; later the victim will likely backbite the character when a chance presents itself.

Mirage

The person has a mystical gift and may weave momentary mirages from thin air; flames that emit no heat jump between his or her hands, tiny figures of light dance in the air, and so on. The character can also weave false images over smaller objects, for instance making pebbles appear as shining coins. Over time, the mirage will not fool anyone as its effect wears off at the end of the scene. With Mirage, the person may roll against Persuasive to dupe someone into accepting fake goods or payment in the form of illusory coins, to a maximum “value” of a hundred gold. Also, Mirage grants +1 to Persuasive when the player character threatens someone with “powerful magic.”

Mystically Resilient

The character belongs to a race with a remarkable resilience to mystical powers, and has a +1 bonus on all success tests to resist the effects of hostile mystical powers.

Planar Essence

The Planetouched have a natural affinity for the essence of the plane they're touched by. Choose one element (Fire, Air, Water, Earth, Shadow, Light), this character has a mystical +1 protection against that element and has also a +1 bonus on all success tests related to the use of, or resistance to, that element.

Poison Resilient

The character belongs to a race with a remarkable resilience to poison. Poisons affect the character at one tier lower than normal – a strong poison has the effect of a moderate dose; moderate becomes weak and a weak dose only inflicts 1 point of damage during the turns it is active. The time-frame is not affected, only the amount of damage per turn. Regarding toxins that have other negative effects than damage, the character has instead a second chance on tests to resist them.

Privileged

The character belongs to a noble, a wealthy merchant family, or is of high social standing within its society, and is therefore given advantages that others simply cannot have or must pay for, in either silver or hard work, to obtain. The character gets a second chance to succeed when taking on social challenges within high society, and does not have to roll the dice unless it strives to accomplish something which is questionable or that may be next to impossible to achieve. However, when taking on a social challenge among Outcasts or others with cause to act against the upper class, the player has to roll twice and pick the worst result to decide the outcome of the test. Additionally, the character starts with 50 gold in its purse. This trait is mutually exclusive with Outsider.

Shapechange

The character has the capability to borrow the appearance of others for a period of time. For young changelings this ability comes naturally, and it can be hard for them not to adopt the appearance and mannerisms of people around them. Mature changelings usually develop greater control over the trait. The character may adopt a different shape; the form, appearance, and voice of another creature, but not that of a specific individual. The changeling can keep up the appearance for as long as they desire, but the change fades should they lose consciousness, including during sleep  

Survival Instinct

The character has a powerful life-force and an equally powerful will to survive. For some individuals this energy shows itself in clamorous hollering and an acute restlessness; for others it manifests itself in a more useful survival instinct. This character has access to the Survival Instinct ability.

Tough

The character belongs to a race of creatures that are naturally strong and hardy, or have a culture that encourages combat and danger. A player character with the Tough trait may always roll death tests with two dice, and choose to accept the most favorable outcome.  

Wisdom of the Ancestors

Many elves revere the spirits of their ancestors and these spirits form a collective wisdom; a deep well of knowledge and insights which many elves can access through meditation. The character is one of those who may use the know-how of previous generations to solve problems at hand. With a Full Action, the character gets lost in a short trance. With a passed Resolute test, it gains access to the novice level of an ability it does not have, but is otherwise eligible for (Mystical Traditions, Ritualist, and Mystical Power are excluded). Only one ability at a time can be accessed in this way; changing to another one requires a new trance. The ability can be used for the rest of the scene, before fading from memory.   This is not without risks; as communing with the ancestors opens ones soul to the Aether . Using Wisdom of the Ancestors gives 1d4 temporary corruption.