Journey: Traits

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UNDER DEVELOPMENT
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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

Root

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.

Trait List

Size: A basic measure of your height and weight.
Stamina: Your ability to withstand damage in a combat situation.
Ego: Your ability to continue on in a social encounter.
Movement: Your locomotive capabilities.
Resolve: Your ability to withstand mental trauma.
Mettle: Your ability to withstand physical trauma.
Conviction: Your ability to withstand spiritual trauma.
Endurance: How much weight you can carry.
Tenacity: Your ability to keep going.
Speed: How rapidly you can react and recover from acting.
Wits: Your ability to engage in conversation using wittiness.
Logic: Your ability to engage in conversation using logic.
Insight: Your ability to engage in conversation using personal insight.

Trait Descriptions

STAMINA
Root - Attribute: Constitution
XP Cost/Rank: 5 + 3/rank
Your ability to withstand physical damage.
You have an amount of health equal to the maximum value of this trait.
If you ever have Wound tokens equal to this trait's average value, you die.

 

EGO
  Trait
  Base Value - Attribute: Wisdom
  XP Cost/Rank: 4 + 2/rank
  XP Cost/Modifier: 3/plus

  You have an amount of ego equal to the maximum value of this trait.

  You gain a Disgrace token whenever you take damage equal to half your ego.

  You are Shamed whenever you are reduced to half or less of your maximum ego; you are Humiliated whenever you are reduced to
  one-quarter or less of your maximum ego; and at zero ego, you are Discredited.
MOVEMENT
Root - Special (see text)
XP Cost/Rank: 8 + 6/rank
Your ability to physically cover ground.
Your race sets the root value for this trait.
You can move (5 × your minimum Movement) feet as a quick action.
You can move (5 × your average Movement) feet as a short action.
You can move (5 × your maximum Movement) feet as a medium action.
For purposes of overland travel, use your average value for this trait.

 

ENDURANCE
  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.
TENACITY
Root - Attribute: Constitution, Attribute: Spirit
XP Cost/Rank: 4 + 2/rank
Your ability to keep going when things get tough.
The max size of your energy token pool is equal to this trait's max value.

 

SPEED
  Trait
  Base Value - Attribute: Dexterity
  XP Cost/Rank: 10 + 6/rank
  XP Cost/Modifier: 8/plus

  The average value of this trait is used for determining how long your physical actions take when in combat.
ACUMEN
  Trait
  Base Value - Attribute: Intelligence
  XP Cost/Rank: 10 + 6/rank
  XP Cost/Modifier: 8/plus

  The average value of this trait is used for determining how long your mental actions take when in combat.
WITS
  Trait
  Base Value - Attribute: Charisma
  XP Cost/Rank: 3 + 3/rank
  XP Cost/Modifier: 3/plus

  You use this trait when engaging in a social encounter.
LOGIC
  Trait
  Base Value - Attribute: Intelligence
  XP Cost/Rank: 3 + 3/rank
  XP Cost/Modifier: 3/plus

  You use this trait when engaging in a social encounter.
INSIGHT
  Trait
  Base Value - Attribute: Spirit
  XP Cost/Rank: 3 + 3/rank
  XP Cost/Modifier: 3/plus

  You use this trait when engaging in a social encounter.
 
...the journey of a thousand miles...
Journey
...begins beneath your feet...
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