Alloy: Character Creation basics 4 Part 1

Alloy LogoPurchase Traits

Lastly, players need to purchase any traits they wish their heroes to have. Most traits are completely optional. They cover bonuses due to experience or inborn abilities, such as in-depth knowledge about specific topics, or the ability to see well in dim conditions. There are 4 different types of traits: Positive, Negative, Supernatural and Unusual. The former two categories are open to all characters, while Supernatural applies only in games with magic, and Unusual is mostly made up of monster traits. Traits are further categorized as Inborn or Trained with Inborn meaning that they can only be taken during character creation. Sometimes Trained traits cost more when taken during character advancement because learning to do something isn’t as easy as developing the talent throughout adolescence or being born with it. Regardless, all Traits are available only if the Game Master allows them, and some can be taken only a limited number of times.

Positive Trait Examples

Ambidexterity
Inborn, Trained (x2)
Requirements: Agility 3+ (None for Inborn)
The character is just as capable using either hand, and thus has no off-hand to consider as a source of Penalties. This is particularly important if he or she is inflicted with the lame impairment on an arm.
Cost: 2 points

Contacts
Trained
Requirements: None
The character has deeper connections to a particular person or group, and that relationship is such that he can get actual help from them without needing to twist arms or offer exact compensation. Contacts can be groups or individuals, and they can be normal or loyal. Lastly, the more influential the contact is, the more this trait costs. Loyal contacts cost double as well. There is no cost difference between groups and individuals, but an individual will do more for the character.
Cost: Varies (Inconsequential contacts cost 1, Influential contacts cost 3, and mighty contacts cost 5. Loyal contacts cost double.)

Core Skill
Inborn, Trained (x3)
Requirements: None
The character gains a skill with all the background necessary to master it easily. Core Skills have starting values of 1. This should be accounted for in the character’s background, even if it is just to say that it is the result of a special mentoring relationship. This Trait can be selected more than once, each time it applies to a different skill which is not already a Core Skill the character possesses. The Game Master is free to disallow further Core Skill purchases.
Cost: 4 points

Eagle Eyes
Inborn, Trained (x3)
Requirements: Perception 3+ (None for Inborn)
The character possesses visual acuity uncommon for his race. Whenever making a visual Perception test, he gains +1D to his pool. Depending on circumstances the GM may allow this bonus to decrease range penalties for Medium and Long Range as well.
Cost: 4 points

Faith
Trained
Requirements: Resolve 3+
The character has supreme dedication to and assurance in a belief structure, higher power or individual sufficient to draw strength when faced with difficult tasks and unwanted influences. Once per scene per rank, the character can call upon his faith to help him overcome a task by allowing him to roll a test augmented. After all of these free uses are expended, the bonus is available only only if the Game Master allows it. Often there will be a price, such as a wound or negative condition of some sort as the character is pushing himself beyond his limits.
When faced with direct supernatural opposition to your faith, i.e. the character is fighting demonic foes, all tests to resist the enemy’s power and abilities are augmented. This does not apply to rolls to directly affect the enemy, although normal expenditures of faith would. This bonus is typically reserved for long time religious rivals such as a church with a two hundred year history of persecution of the religion, or against supernatural monstrosities such as demons, or the undead. The Game Master is free to set limits on the enemies this can apply to, the types of rolls it affects and how often it may be invoked. This is separate from calling upon faith to overcome mundane problems.
Cost: 4 points per rank, maximum of 3 ranks.

Light Sleeper
Trained
Requirements: Perception 3+ or Intuition rank 2+
The character is capable of waking at the slightest provocation. Typically this is part training and part intuition, as they don’t always wake from the approach of every harmless creature or the creak of every floorboard. The character gains a +2D bonus when waking because of imminent threats in the environment, not limited to assassination attempts, ambushes, explosions, etc.
Cost: 2 points

Lore
Trained
Requirements: None
The character has a deep understanding of a specific topic. This can be a broad topic such as Alchemy, or a narrow topic such as the Underworld of the Capital. Regardless of how often it gets invoked, your character is able to say something intelligent about your subject. Information is divided among knowledge levels: surface, deep, and focused. This trait may be purchased multiple times and if you select the same topic again (limited to once and referred to as a mastery), it increases your knowledge level. By default, Lore gives you surface knowledge mastery of your topic. The second level (mastery) gives you deep knowledge mastery and is denoted with a + behind the topic.
You automatically know any facts equivalent to your mastery of a topic, whereas others might have to make a Intellect + Research roll to glean that much true information. You also gain a +1D bonus when rolling to uncover knowledge one level above your mastery level. Lore of narrow topics provides more accurate or privileged information at the same levels of mastery as a broad lore. While knowledge of a broad lore will come up with the generally accepted true answer, knowledge of a narrow lore will come up with a truly accurate answer for anything the lore covers.
For example, Lore (Creatures) might tell you that Yeti are frightened of fire because they are ice creatures. Lore (Primitive Humanoids) will tell you that they are fur covered but not ice creatures and fire has no more effect on them than on bears or wolves.
Cost: 1 point for familiarity level knowledge, 3 points for a mastery

Night Vision
Inborn, Trained (x3)
Requirements: Perception 3+ (None for Inborn)
The character has excellent night vision, and all penalties related to dimness are lowered by 1 level.
Cost: 2 points

Nimble
Inborn, Trained (x3)
Requirements: Agility 3+ (None for Inborn)
The character gains +1D per rank on all tasks requiring balance, poise and light action. Specifically this represents particular agility at moving the body with grace or fine control. This adds to a character’s Dodge pool.
Cost: 5 points per rank, with a maximum rank of 3

Quick Healer
Inborn
Requirements: None
The character recovers health twice as quickly as normal. This provides healers, both mundane and magical a +1D bonus to tests made to heal this character.
Cost: 4 points

Skill Group
Inborn
Requirements: None
The character has been cross-trained in a different branch of skills than what is normally available to their profession. This trait may be taken more than once, but must apply to a skill group you do not already possess. The Game Master is free to disallow further Skill Group purchases.
Cost: 2 points

Status
Inborn, Trained (x3)
Requirements: Special
The character is part of an elevated group within society, and is afforded benefits above the lower echelons due to accolades attached to their own name. This includes being part of a prestigious family known for mastery of a craft, as well as being a nobleman or royalty. Status usually gives the character a +1D bonus per rank in all interactions, and will open doors that are closed by default to most characters, even famous adventurers. Sometimes this serves as a -1D or -2D penalty among those who despise the group you are a part of. This penalty can be lessened if the antagonists appreciate the character after they prove themselves.
Cost: 2 points per rank. Rank 1 – Curiosity, Rank 2 – Respected, Rank 3 – Beloved. Usually this corresponds to Rank 1 – Famous Family, Rank 2 – Noble, Rank 3 – Royal.

Swift
Inborn, Trained (x3)
Requirements: Agility 3+ (None for Inborn)
The character gains +1D per rank on all tasks related to reaction time and speed of movement. Specifically this represents an aptitude at moving swiftly and surely through environments rather than control over how the body moves although it can add to certain types of weapon tests, just as well as it applies to athletics. This adds to a character’s Speed pool, and adds to the calculation to figure Initiative.
Cost: 5 points per rank, with a maximum rank of 3

Uncanny Hearing
Inborn, Trained (x3)
Requirements: Perception 3+ (None for Inborn)
The character possesses hearing uncommon for his race. Whenever making an auditory Perception test, he gains +1D to his pool. This applies both actively and passively, and such a character gains the bonus to avoid ambushes, and surprises as well as detect stealthy opponents.
Cost: 4 points

Wealth
Trained
Requirements: None
The character has much more money than a standard adventurer. Whenever negotiating for availability of goods or services, the character gains a +1D bonus. They also begin the game with 5 times their rank in this trait times the normal starting amount of money. Typically the character receives a stipend of 50 gold times rank per game month as well as any rewards they might receive from adventuring.
Cost: 2 points per rank, maximum of rank 5.
Rank Starting Budget Stipend
1 5x 50
2 10x 100
3 15x 150
4 20x 200
5 25x 250

Negative Trait Examples

Destitute
Acquired
The character is not just from poor beginnings, he or she has continual debts or a problem in holding onto money. Even in a society where adventurers spend money constantly, this character rarely has more than a few copper pieces to rub together. Whenever negotiating for availability of goods or services, the character suffers a -1D penalty. They also begin the game with half the normal starting amount of money. In every adventure where the character’s poverty severely impacts the plot, or brings other issues to the fore which advance the plot or create a side quest, the hero gains 1 extra experience.
Cost: 2 points

Unpleasant
Inborn
Something about the character turns off normal folks. The character always suffers a -1D penalty to positive interactions with strangers. On the plus side, he gains a +1D bonus when attempting to intimidate strangers as well. This is not the same as a bad reputation, as such would not be absolute. Heroes, and important characters, are able to ignore this after being exposed to the effects just once. In instances where this becomes a major hardship for the hero during the session, he receives additional experience at the end of the session because of it. This reward is 1 experience point per scene in which the hero’s unpleasant nature interferes with an important interaction and he fails in his goals. Note, if this is a background core or recommended trait, others of the character’s background are not affected by this trait.
Cost: 1 point

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About Byron D. Molix

I am an information technology professional in Missouri. I've been an avid fan of fantasy and science fiction novels, comic books, pen and paper role-playing games, computer games and console video games for the last two decades. My dream would be to one day make a comfortable living while having the time to pursue writing (novels, rpgs, etc.) as a full-time hobby.

Posted on April 18, 2015, in Alloy, Gaming and tagged , . Bookmark the permalink. Leave a comment.

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