One Thousand and One Nights
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Traits System

Go down

Traits System  Empty Traits System

Post by Solomon's Lesser Key Fri Apr 04, 2014 6:35 am

What are Traits?

Every person in this wide world is different. That means that people are going to have different traits on top of their species, class and other place of birth. These are in the form of Weapon Traits, skill traits, and Miscellaneous traits. 

Weapon Traits

Certain classes can only have certain weapons when they start. This is unavoidable, as it is the way the classes are built. However, with more and more development, characters have the potential to use special types of weapons, and to become strong enough to wield higher tier weapons. 
 
Name: Weapon Training Level 2
Type:  Weapon
Cost: 10 PP
Requirement: Must not be a caster
Effect: Characters with this trait are now able to use “medium” tier weapons.

code:

Name:Weapon Training Level 3
Type: Weapon
Cost: 10 PP
Requirement: N/A
Effect: Characters with this trait are now able to use “heavy” tier weapons. Must not be a caster

code:

Name: Destruction
Type:  Weapon
Cost: 20 PP
Requirement: Must not be a caster
Effect: Characters with this trait are able to use explosive weapons.

code:

Name: Magoi Wielder
Type:  Weapon
Cost: 20 PP
Requirement: Must not be a caster
Effect: Characters with this trait are now able to use magic-tool weapons, other than djinns, household objects or legendary staves

code:

Name: Well-tuned Soul
Type: Weapon
Cost: 5 PP
Requirement: N/A
Effect: Characters with this trait are able to use magoi manipulation techniques without being a caster class. 

Spoiler:

Skill Traits

As mentioned in the "Proficiency, Skills and Stats" thread, there are ten majorly important skills that impact the way that people are able to act within this RP.

NB: These depend on the character not having already unlocked these abilities through their race.

Name: True Salesman
Type: Skill
Cost: 5 PP
Requirement: N/A
Effect: The people who have this trait are now able to use the "Appraise" skill.

Spoiler:

Name: Tinker, Tailor
Type: Skill
Cost: 5 PP
Requirement: N/A
Effect: The people who have this trait are able to use the "Craft" skill.

Spoiler:

Name: Sharp-eye
Type: Skill
Cost: 5 PP
Requirement: N/A
Effect: The people who have this trait are able to use the "Gather" skill

Spoiler:

Name: Silvertongue
Type: Skill
Cost: 5 PP
Requirement: N/A
Effect: The people who have this trait are able to use the "diplomacy" skill

Spoiler:

Name: Beast-master
Type: Skill 
Cost: 5 PP 
Requirement: N/A
Effect: The people who have this trait are able to use the "Handle Animal" skill. 

Spoiler:

Name: Cavalier
Type: Skill
Cost: 5 PP 
Requirement: N/A
Effect: The people who have this trait are able to use the "Ride" skill. 

Spoiler:

Name: Medic
Type: Skill
Cost: 5 PP
Requirement: N/A
Effect: The people who have this trait are able to use the "Heal" skill.

Spoiler:

Name: Silent-foot
Type: Skill
Cost: 5 PP 
Requirement: N/A
Effect: People who have this trait are able to use the "Stealth" skill.

Spoiler:

Name: Magoi Holder.
Type: Skill
Cost: 5 PP
Requirement: N/A
Effect: The people who have this trait are able to use the "Use Magic Tool" skill.

Spoiler:

Name: Worker
Type: Skill
Cost: 5 PP
Requirement: N/A
Effect: The people who have this trait are able to use the "Profession" skill. 

Spoiler:

Miscellaneous Traits

Miscellaneous traits are traits that stand completely on their own. Although some might stop other traits being able to be used by their sheer nature, mainly they are completely independent, and these can be taken from the start. However, because of the fact that they can be taken from the beginning, they can't be taken after immediate creation. 

Positive Traits

Name: Reflexive
Type: Positive
Requirement: N/A
Effect: The person with this trait has a boost to their reflex speeds during battle, gaining an additional five points at all times. 

Spoiler:

Name: Fleet of foot
Type: Positive
Requirement: N/A
Effect: The person with this trait has their movement speed boosted by 5 at all times, including a 20% reduction to travel word-count. 

Spoiler:

Name: Shrewd
Type: Positive
Requirement: Can't take "Prejudiced"
Effect: The person with this trait can purchase anything in the stores for 10% cheaper.

Spoiler:

Name: Foot-soldier
Type: Positive
Requirement: Must take "Heavy-set". Can't take "fleet of foot"
Effect: The person with this trait have their DAM increased by 5 before Combat Calculations. 

Spoiler:

Name: Wealthy
Type: Positive
Requirement: Can't take "Gutter rat". 
Effect: The person with this trait gets to start with an additional 200 Riyal

Spoiler:

Name: Well-read
Type: Positive
Requirement: Must be a mage
Effect: The mage with this ability has all of the subtypes of magic for their magic types pre-trained.

Spoiler:

Name: 20-20
Type: Positive
Requirement: Must be a caster or a ranged-combat user. Can't take Blind.
Effect: The perfect vision of the person with this trait increases techniques range by 5 meters. 

Spoiler:

Name: Dual-handed.
Type: Positive 
Requirement: Must be a melee user.
Effect: The melee user with this technique can use two 1.5 handed swords at once. 

Spoiler:

Name: Sixth Sense
Type: Positive
Requirement: -
Effect: The user of this trait is able to ignore Stealth based techniques of 2x their wisdom level or below.

Spoiler:

Name: Death before Dishonor
Type: Positive
Requirement: Can't take "pathetic" and must take "Honor-bound"
Effect: The person with this trait is unable to have their spirit broken and will never flee from a battle, even when things seem worst.  

Spoiler:

Name: Mixed Blood
Type: Positive
Requirement: Can't take "pathetic" and must take "Honor-bound"
Effect: The person with this trait is able to buy specialist equipment from two countries, both of which they have family in. 

Spoiler:

Name: Royal
Type: Positive
Requirement: Can't take "Gutter rat" and must take "Wealthy". 
Effect: The bearer of this trait is born into royalty, and is thus able to acquire goods from any nation, albeit for a 10% higher price.

Spoiler:



Negative Traits

Name: Prejudiced
Type: Negative 
Requirement: Can't take "Shrewd"
Effect: People with this trait are unable to get items from certain countries and spend 10% extra on all items. 

Spoiler:

Name: Neophobe
Type: Negative
Requirement: N/A
Effect: Characters with this trait are unable to use technologies invented during the site plot. 

Spoiler:

Name: Cripple
Type: Negative 
Requirement: -
Effect: People with this trait have at least one limb missing, meaning they either can't use two handed weapons or they can't move without assistance. 

Spoiler:

Name: Blind
Type: Negative
Requirement: Can't take "20-20"
Effect: The person with this trait is blind, and unable to see things going on around them.

Spoiler:

Name: Lecherous
Type: Negative 
Requirement: -
Effect: the person with this trait is a pervert, and thus their diplomacy skill is reduced by 5 points at all times.

Spoiler:

Name: Gutter-rat
Type: Negative
Requirement: Can't take "Wealthy" or "Royal"
Effect: The people with this trait are extremely poor, and start with 50 Riyal owed to the site. 

Spoiler:

Name: Clumsy
Type: Negative
Requirement: -
Effect: The people with this trait are clumsy, and are thus very likely to miss their attacks and tripping weapons are 10% more effective against these people.

Spoiler:

Name: Slow learner
Type: Negative 
Requirement: -
Effect: The people with this trait require an additional 30% on top of normal word-counts.

Spoiler:

Name: Haemophilia
Type: Negative
Requirement: Must be male
Effect: The people with this trait have haemophilia, causing them to bleed out, losing 2% of their HP every turn they have a wound. 

Spoiler:

Name: Pathetic
Type: Negative
Requirement: Can't take "death before dishonor"
Effect: People with pathetic are easily scattered and flee with little provocation. 

Spoiler:

Name: Irritable
Type: Negative
Requirement: -
Effect: People with irritable are quick to anger, and are thus drop diplomacy by 10 points. 

Spoiler:

Name: Heavyset
Type: Negative
Requirement: Can't take Fleet of foot. 
Effect: People with heavyset have their agility dropped by 5 points at all times and require an additional 20% word count for travelling. 

Spoiler:

Name: Lazy
Type: Negative
Requirement: -
Effect: People with this trait are unable to continue a battle for more than ten points due to their unwillingness to continue fighting. 

Spoiler:
Solomon's Lesser Key
Solomon's Lesser Key
Admin

Posts : 30
Join date : 2014-03-28

https://1001nights.rpg-board.net

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum