Difference between revisions of "Journey: Traits"
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You have an amount of health equal to the maximum value of this trait. | You have an amount of health equal to the maximum value of this trait. | ||
− | You gain a | + | You gain a Trauma token whenever you take damage equal to half your health. |
You are Bloodied whenever you are reduced to half or less of your maximum health; you are Wounded whenever you are reduced to one- | You are Bloodied whenever you are reduced to half or less of your maximum health; you are Wounded whenever you are reduced to one- |
Revision as of 16:13, 28 August 2008
Traits are like other skills, but are not subject to skill decay.
Traits are the Journey mechanical equivalent to derived stats: they are often derived from your primary stats, which in Journey are your Attributes.
All characters have all traits; however, that does not mean that you have to improve them.
Terms
Base Value
- The trait calls upon the following other dice pools, and adds them to its total dice pool.
XP Cost/Rank
- The amount of XP you need to spend to improve this trait a rank.
XP Cost/Modifier
- The amount of XP you need to spend to improve the modifier of this trait.
Trait List
Health: Your ability to withstand damage. Movement: Your locomotive capabilities. Will: Your ability to withstand mental trauma. Fortitude: Your ability to withstand physical trauma. Reflex: Your ability to evade attacks. Carrying Capacity: How much weight you can carry. Speed: How rapidly you can react and recover from acting.
Trait Descriptions
HEALTH Trait Base Value - Attribute: Constitution XP Cost/Rank: 4 + 2/rank XP Cost/Modifier: 3/plus You have an amount of health equal to the maximum value of this trait. You gain a Trauma token whenever you take damage equal to half your health. You are Bloodied whenever you are reduced to half or less of your maximum health; you are Wounded whenever you are reduced to one- quarter or less of your maximum health.
MOVEMENT Trait Base Value - Special (see text) XP Cost/Rank: 10 + 6/rank XP Cost/Modifier: 5/plus Your race sets the base value of this trait. You can move (5 * your minimum Movement) feet as a quick action (ongoing). You can move (5 * your average Movement) feet as a short action (ongoing). You can move (5 * your maximum Movement) feet as a medium action (ongoing). You can move (10 * your maximum Movement) feet as a long action (ongoing). For purposes of overland travel, use your average Movement.
CARRYING CAPACITY Trait Base Value - Attribute: Strength, Attribute: Constitution XP Cost/Rank: 2 + 2/rank XP Cost/Modifier: 2/plus The maximum weight you can carry is equal to the maximum of this trait and its base attributes' maximum values added together. You can drag up to double this amount.
SPEED Trait Base Value - Attribute: Dexterity XP Cost/Rank: 8 + 4/rank XP Cost/Modifier: 10/plus The minimum value of this trait is used for combat.