HGd10PHB - Chapter 4 - Traits and Foibles

Chapter 4: Traits and Foibles
The traits and foibles are properties of your character that don't particularly fall under usable skills. They may enhance skills or characteristics, they may enhance your character's presence in the game world, or they may be quirks that have a negative impact on your character. Whichever of the following you choose for your character to have, they are all to further the uniqueness of your character.

Traits
Traits are enhancements to your character that are intended to boost the character in ways that don't make sense for skills. Traits are typically selected at character creation, though some can be picked up over the course of the character's life based on storyline. Traits cannot be purchased for BP, though some may provide or simulate BP. Additional traits may be acquired at character creation by taking Foibles (see below).

Characters begin the game with 5 trait slots. Each trait costs a certain number of slots. Foibles indicate how many additional slots are added under each foible listing. Once a trait or foible is taken and play begins, traits and foibles may not be returned or exchanged without major storyline reasons for doing so.

New slots may be gained through storyline events.

Agile Fighter
Slots: 2

Agile Fighter is a trait that indicates the character fights melee battles with more finesse than with power. The Agile Fighter trait allows a character to use AGL as the Primary Characteristic instead of STR for Melee Combat and Specialized Melee Combat skills other than those that explicitly prohibit it.

For example: Characters using 1H Melee may benefit from Agile Fighter, while those who use 2H Melee do not because Agile Fighter is explicitly prohibited by the 2H Melee skill.

Alluring Visage
Slots: 2

Characters with an Alluring Visage rely on their physical Beauty (BEA) rather than their Personality (PRS) for Social Skills. These characters affect people to act more favorably in social interactions through symmetry of body, pheromones, and other physical attractors and concentrate less on what to say and how to say it.

There may be certain Social Skills where physical Beauty (BEA) may not make sense at all. GM has discretion on which skills this Trait may apply to.

Ambidextrous
Slots: 2

A character with this trait is capable of using either hand equally well and has no 'off-hand' penalties, including those for two-weapon fighting.

Avoidance
Slots: 3

A character with this trait does not provoke attacks of opportunity. Also cancels Opportunistic Fighter.

Mutually Exclusive With: Living Target Foible

Blind Fighting
Slots: 1

Character is adept at fighting without sight. Any attack that misses due to inability to see may be rerolled once, keeping the second roll.

Brave
Slots 2,4

Characters who are brave are immune to fear (even the magical kind).

For 4 slots, these characters exude such an extreme aura of bravery that all those around them are capable of shrugging off fear and its effects. All allies within 30 feet (or 10 meters) gain a bonus to checks against fear equal to the SPI score of the character with the Brave Trait.

Mutually Exclusive With: Coward.

Chronokinesthesia
Slot: 1

Characters with this talent have a flawless internal clock and have no need of the sun, the moon, or any other natural or artificial time-keeping systems. They always know what time it is, how much time has passed -- even if rendered unconscious for long periods of time -- and have perfect timing when actively thinking about it.

Danger Sense
Slots: 5 or 20

5 - Characters with this talent cannot be surprised in combat and is able to negate any bonuses for sneak attacks. GM also rolls a 1d10 before the character enters any potentially hostile situation. An 8 or better indicates that the character gets a bad feeling about what they are about to do or where they are about to go.

20 - Characters with this talent are unconsciously and intermittently prescient about dangers. In addition to the above abilities, they are aware of impending dangers to themselves, their traveling companions, or family (who may be anywhere) anywhere from minutes to months ahead of time. GM should use this ability as a plot device to enhance the story, not as a crutch for the player to breeze through all encounters.

Dodge, Improved
Slots: 2

Characters with the Dodge skill normally take full damage if they fail their Dodge roll as a Reaction Roll to an attack.

With this Trait, they only take half damage rounded up on a failed opposition roll. This cannot reduce the damage to less than 1.

Eidetic Memory
Slots: 5

Characters with this trait who actively attempt to memorize things they sense do so with complete perfection. This includes recipes, spell formulas, maps, and the like. This functionally moves the learning time down one time category: e.g. weeks become days, days become hours.

Even Tempered
Slots: 1

Characters with this trait are impossible to provoke emotionally. Skills such as the Provoke Specialized Skill do not work on an Even Tempered individual.

Mutually Exclusive With: Bad Tempered.

Fast Movement
Slots: 1

Character may move with their natural movement up to X m/turn where X is equal to their AGL.

Fighter Stance: Aggressive
Slots: 1

A character may trade bonus points in specialized melee defense for temporary bonus points in any specialized melee attack. This trade-off is 2 defense for 1 attack except for hand to hand which is 1 for 1. Aggressive Fighting is a shift in mindset and must be declared at the beginning of the round and lasts the whole round.

If you also have the Ambidextrous trait, the ratio of defense to attack trade-off is 3/2 instead of 2/1. Maximum bonus to physical attack skills is equal to SPI of the character.

''For example, Thean chooses to take a Aggressive Fighter Stance trading -4 TSB for every type of specialized Melee Defense Skill. He gains +2 TSB for any specialized Physical Attack Skills he may use. Since Thean has an effective speed of 3 this round, he will fight in this aggressive stance for three turns.''

Fighter Stance: Defensive
Slots: 1

A character may trade bonus points in specialized melee attacks for temporary bonus points in any specialized melee defense. This trade-off is 2 attack for 1 defense except for hand to hand which is 1 for 1. Defensive Fighting is a shift in mindset and must be declared at the beginning of the round and lasts the whole round.

If you also have the Ambidextrous trait, the ratio of attack to defense trade-off is 3/2 instead of 2/1. Maximum bonus to physical defense kills is equal to PRC of the character.

''For example, Spenciel chooses to take a Defensive Fighter Stance trading -4 TSB for every type of specialized Melee Attack Skill. He gains +2 TSB for any specialized Physical Defense Skills he may use. If he is fighting hand to hand, he would get +4 toward any use of Hand to Hand defensive skills - Block, Disrm, Redirect, etc.. Since Spenciel has an effective speed of 4 this round, he will fight in this defensive stance for four turns.''

Greater Critical Roll
Slots: 1, 3

Greater Critical Roll pertains to a particular category or set of skills. With this trait, all die that roll a 9 are counted toward the total and the rolled again just like 10's. The following categories of skills may be chosen from:
 * Physical Attacks
 * Physical Defense
 * Crafting Skills
 * Knowledge Skills
 * Social Skills
 * Movement Skills.
 * Resistance - Spectrum Category (Primal, Life, Natural, Deep) or choose any three.

To take more than one category, the trait must be taken again as a separate trait for that category. For Spectrum and Purpose modifiers, see Empowered Spectrum in Mystical Traits below.

Instead of the whole category, the character may choose one type of equipment (e.g. katanas or leather armor) or non-combat skill (e.g. K: Religion or M: Jump) to receive this bonus and it only costs 1 Slot per type of equipment or non-combat skill.

Heroic Drop
Slot 1

Character may drop from a height equal to their Jump TSB in meters without taking damage. If they do not have the Jump Skill then they may drop from a height equal to their AGL or CON in meters, whichever is higher.

Immunity/Resistance/Absorption
Slots: 3/6/9

May only take one Resistance, one Immunity, and one Absorption each of a different spectrum.

For 3 slots, a character is merely resistant to a certain spectrum (or other category) taking only half damage or effect from that spectrum.

For 6 slots, characters with an immunity suffer no negative effects from whatever they are immune to, usually a spectrum. It may be an element, poison, aging, bluffs, or disease.

For 9 slots, a character actually gains LIFE from effects of the Spectrum absorbed. Requires 1 BP in the Body Spectrum.

Mutually Exclusive with Weakness of the same Spectrum.

For example, Ethaniel Phorj is immune to Voidmancy (6 slots) and resistant to mind control effects (3 slots).

Independently Wealthy
Slots: 2-10

A character with this trait is more financially well off than their peers. Either through family, friends, or hard work, they have amassed a significant personal stash that they can draw upon in normal circumstances. Depending on the amount of slots taken, this wealth may be a fixed pool or a continual residual income.

2 - Character had 1d10 times the amount of starting wealth.

4 - Character was left a small inheritance including property. They begin with either a small villa in the city or a 20 acre farmstead out in the country as well as 1d10 times the amount of starting wealth.

6 - Character owns a small business (their choice) with 1d10/2 employees. Business requires some oversight, but one employee is a manager and is loyal. Provides a monthly income of 10d10 chrusil rolled at character creation. Player may actively expand the business to increase this amount.

8 - Character was the sole beneficiary of a large estate. This may include property, liquid assets, and equipment beneficial to the character's chosen skillset of masterwork quality. GM and player decide composition of this fortune. Total assets is not to exceed 100,000d10 chrusil.

10 - Character is a wily entrepreneur and owns a business that spans several towns/cities with a headquarters in a major city. GM and player decide the nature of the company, but the residual income is equal to the number of branches (1d10) x 100 chrusil each month. As the player actively grows the business, this number can grow as well.

If this trait is taken, it is encouraged that the GM and players actively engage in strong economic aspects to their story. Look for the HGd10 Economics Handbook expansion.

Mutually Exclusive With: Holes in Pockets

Initiative
Slots: 1

Initiative increases the Turn in which a character acts within a given round by 1. For a character with a speed of 2, this would mean they act in phases 5 and 11 instead of 6 and 12. May be taken multiple times. Each time moves the starting Turn within a Round up by 1.

Inner Compass
Slot: 1

A character with this trait is in tune with the planet's magnetic field, the arrangement of the stars, and other natural clues so that they always know which direction is North. This does not allow them to navigate mazes or cavern systems flawlessly, though it helps.

Keen Sense
Slots: 1-10

Characters with this trait have better than normal senses. This might be anywhere from the ability to sense small temperature changes or differences (1 Slot) to the ability to see many times farther than the normal vision for that character's kind (2 Slots per doubling of vision range). GM decides how many Slots are required for the advantage given by the trait chosen. May be taken multiple times. This translates into a 1d10/Slot to the Sense Skill when using that particular sense.

Mutually Exclusive With: Opposed Poor Sense (i.e. Keen Vision and Blind).

Last Battle
Slots: 1

When the character is brought to 0 Life, they may choose not to swoon (see Chapter 11 - Rules of Engagement). Instead, they activate the Last Battle, a calling upon the soul to put forth a final effort striving for the goal. All debuffs (negative magical and physical effects) are removed and they get one final Round of action as if uninjured. All 1s rolled are rerolled.

A character using Last Battle still takes damage normally and can be killed. If they are brought back to 1+ LIFE before the end of the Round, the character is considered Exhausted.

Lucky
Slots: 3

Characters with this trait are exceptionally lucky. Once per day per skill, all 1s in a single roll are tallied in a special Luck Pool and then rerolled. A character may then draw from the Luck Pool to add to any die roll they choose immediately after a roll, though 10s and higher from this addition do not get rolled again. The Luck Pool resets to zero at the end of the day (generally over any long rest period).

Mutually Exclusive With: Unlucky

Mathemagician
Slots: 1

Characters with this trait are capable of complex mathematical calculations in mere seconds. They intuitively understand numbers, their relationships, and their context. Problems that take others years they can solve in weeks. Problems that take others weeks they can solve in minutes. Everything else can be solved in one round or less (GM's discretion).

Mazecrawler
Slot: 2

Characters with the Mazecrawler trait are geniuses when it comes to making their way through any kind of maze, tunnel system, labyrinth, mansions, or other convoluted systems of passages. When moving through such systems, they often pick the right fork to get to their goal. This trait does not give the character trap sensing abilities, alerts to maze denizens, or the like. However, it will help them avoid collapsed passages or other blockages.

The character must have a stated goal for the Trait to function. Roll a 1d10. On a 3 or better, the character chooses the right fork to move toward their goal. If there are more than two choices, the roll must be 1 higher for every additional branch. E.g. if there are five choices, then the roll must be 6 or higher.

Multifighter
Slots: 3

The melee fighter is good at fighting multiple enemies at once. They are aware of how many (if normally sensed), where they are, and what they are doing at all times while engaged. Opponents gain no advantages for ganging up against a character with this trait. Multifighter treats all opponents as if they are Focused on them.

Opportunistic Fighter
Slots: 1

 Normal:  A character may make only one Attack of Opportunity per Round.

 Trait:  A character with this trait may make additional attacks per Round equal to their Perception score without penalty against characters who draw an Attack of Opportunity. Does not work against characters with the Avoidance trait. Only one Attack of Opportunity may be made per opponent per provocation.

Prodigy
Slots: 5

This person is exceptional at picking up new specialized skills within a smaller group in one of the following areas: Physical Combat Skills, Mystical, Crafting, Knowledge, Movement, or Social Skills. They can also be within a predefined "class". This trait does not make them an expert in the skill. What it does is allow them to reduce the time category for learning new skills, from days to hours, from hours to minutes. Prodigy may be taken multiple times. Each time is for a new category. GM and player should work together to define the limitations and inclusions of the group of skills included in any prodigy portfolio.

''For example, Ethaniel Phorj is a prodigy when it comes to languages. He is able to understand and speak languages after being immersed in them for a day. Spenciel Lagrotto is a prodigy when it comes to being a monk. He is able to acquire new skills that fit under the monk designation after training in the skill only one day.''

Quickscan
Slots: 5

Characters with this trait are capable of sizing up an enemy, opponent, or obstacle within seconds to find a weakness. This talent takes one round of concentration while observing the target. At the end of the round, the GM reveals one weakness in the target that the character can exploit (and through roleplay reveal to others). This might be a particular fighting pattern, an elemental weakness, a psychological flaw in a negotiator's tactic, or a crack in an otherwise impassable door.

While concentrating, the character may either move or defend themselves, but not both. They may not make any active rolls during this time. A successful attack disrupts the concentration and the trait cannot be used again until the beginning of the next round.

Regeneration
Slots: 2*

Whether being part troll, suffering from some magical or chemical tragedy, or just good genes, a character with this trait is able to regenerate Life at an exceptional rate. For every 2 slots, the character is able to regenerate 1 Life/Turn.

At 6 slots, this regeneration includes reattaching or regrowing severed limbs.

Certain elements, usually fire and acid, will prevent this regeneration. GM and player need to pick two common substances or elements that prevent the character's regeneration.

A character who has lost enough Life to be considered 'dead', no longer has the spirit or animating force within them that fuels the regeneration so death causes regeneration to cease. If character is swooning, they will remain unconscious until they have regenerated enough LIFE to have 10 total.

Self Controlled
Slots: 1-5

A self-controlled person is immune to natural hypnotism and other compulsions. For them, the roll to resist any hypnotism, compulsion, or other temptation gains 1d10 per slot taken.

Mutually Exclusive With: Any specific Addiction. Meaning Self Controlled does not apply to that Addiction, though it does still apply to all other compulsions.

Stealth Attack
Slots: 2

If the attacker rolls a successful Stealth Roll vs. Senses when attacking, they may roll an additional 1d10 damage for every 5 difference between their Stealth and the opposed Senses roll.

Transformation
Slots 2-21

Some characters have the ability to transform into another form under their control. This new form can be for temporary story-line purposes which does not require a new character sheet, or may require a new sheet if the form is used more regularly. The amount of slots determines the overall power and duration of the transformation. These slots are limited by the average of the character's CON and SPI. The number of slots taken determines the total base characteristics of the new form. For every slot taken, the new form gets 10 Base Characteristics to build the new form with. Alternatively a Slot can be used to increase the duration of the Transformation. These are referred to as Transformation Slots (TS).

This Transformation is not the same as a spell and lasts for a number of hours equal to the TS*SPI of the character or until they will the transformation to end. If TS = 0 then the Transformation lasts for a number of Player Turns equal to the SPI of the character instead.

This Trait can be modified in the following ways: * Cannot take both Subsumes and Destroys Equipment.
 * Can take the Automorph Foible.
 * Subsumes* equipment: -1 Slot = No equipment worn or carried is available while transformed.
 * Destroys* worn equipment: -2 Slots = Any equipment that cannot be dropped and does not fit a larger form is destroyed by the transformation (shirts, pants, straps, belts, rings, bracers, etc.).
 * Weakness: -3 Slots = If the secondary form has a specific weakness (silver, sulphur, salt, etc.) that does not work on the primary form. This is distinct from the Weakness Foible which can be taken separately.
 * BP can be gained/applied in/to alternate form: +1 Slots = Since the alternate form is a different character, for it to gain new skills, it needs access to BP earned during play. The Player may choose to apply BP earned to this new form instead of their main form.  Once spent, the BP cannot be recaptured even if the character looses the ability to transform.

Example: ''Caeled has a CON of 8 and a SPI of 6 which averages to a 7. He can take the Transformation Trait and create an alternate form. He uses 5 of those Slots to apply to Base Characteristics for his new form and 2 for TS. His 50 point alternate form can last for up to 2*6 = 12 hours.''

Mystical Traits
The following traits are for those who use Mysticism Skills. A note about Mysical Traits & Foibles. The player and GM need to discuss which Traits & Foibles make sense. If a player takes Foibles in Spectra their character would never take anyway just to gain slots, then they should be discouraged from doing so.

Armored Spellcaster
Slots: 1-5

 Normal:  Armor penalties apply to all spell casting rolls.

 Trait: For every slot taken, the penalty for wearing armor when casting a spell is reduced by 5. This effect only reduces the penalty and cannot reduce it below 0.

Astral Caster
Slots: 4

Mystical Skills normally cannot reach into the Astral Realm from the Prime Realm unless specifically designed to do so. A mage or spiritualist with the Astral Caster trait can affect targets in the Astral Realm or with the Astral trait with any spell. The target must still be a valid target (they must be able to see, touch, or otherwise sense the target according to the nature of the spell being cast).

''For example, Amirith wants to cast a Fireball at a ghost, a creature that can be seen on the Prime Realm, but exists primarily in the Astral Realm and cannot normally be affected by material objects. Amirith has the Astral Caster trait and so his Fireball is able to affect the ghost, whereas Ashler's Fireball would pass through without harming the ghost.''

Empower Spectrum
Slots: 2

Prerequisite: Spectrum Affinity for specific Spectrum

A caster chooses one Spectrum of spells. For any spells of that Spectrum, natural 9s explode the same way as natural 10s.

This trait may be taken multiple times. Each time applies to a different Spectrum.

Mutually Exclusive With: Depowered Spectrum in the same Spectrum.

Enchanced Recovery
Slots: 1+

Prerequisite: Mystical Energy Reserve

Characters who use a Mystical Energy Reserve recover 1 MYR/Turn in addition to their normal REC for each slot taken.

Enhanced Reserve
Slots: 3

Prerequisite: Mystical Energy Reserve

Some characters with mystical skills have some kind of Mystical Energy Reserve (MYR) for casting spells. While that reserve grows with the character, they are still limited by a finite amount which can cause problems if battles or events become extended. Characters that have this trait calculate double the initial MYR before purchasing additional MYR using BP.

Enlarge Spectrum
Slots: 2

Prerequisite: Spectrum Affinity for specific Spectrum

A caster chooses a Spectrum of spells. For any spells of that Spectrum, the base range is doubled at no cost or increase in DS to Learn.

Mutually exclusive with Reduced Spectrum in the same Spectrum.

Extend Spectrum
Slots: 2

Prerequisite: Spectrum Affinity for specific Spectrum

Spells from the chosen Spectrum have 2x the duration at no increase in difficulty score to learn.

Mutually exclusive with Quickburn Spectrum of the same Spectrum.

Fast Learner
Slots: 1

Prerequisite: Spectrum Affinity, External Caster

New Spells in a single chosen Spectrum are learned in half the time.

Mutually Exclusive With: Slow Learner for the same Spectrum.

Magic Prism
Slots: 4

Characters with this slot are adept at mastering new spectra for spells.

 Normal:  To learn a new spectrum requires a Mysticism Roll = 10 + {DS of the Purpose} + {Total DS of Purposes already learned}.

 Trait:  To learn a new spectrum requires a Mysticism Roll = 10 + {DS of the Spectrum} + {1/2 Total DS of Spectrum already learned}. Opposing Spectra are learned as if they are not an Opposing Spectrum to a Spectrum already known.

Mutually Exclusive With: Opaque Mind

Maximize Spectrum
Slots: 4

Prerequisite: Spectrum Affinity for specific Spectrum, Empower Spectrum

The caster chooses a Spectrum for which they have Affinity and the ability to Empower. All dice rolls for the chosen spectrum are considered 10's but are not rerolled. All rerolled dice are also Maximized.

If they have the Empower Spell Trait, then all natural 9's or 10's rolled may still be counted and rerolled per the Empower Spell trait.

Mutually Exclusive With: Minimize Spectrum for the same Spectrum.

Mystical Energy Reserve (MYR)
Slots: 1

Spellcasters with a MYR reserve draw from this reserve to cast spells. The beginning value of MYR is INT+PRS for Mages and SPI+WIS for Spiritualists. After this initial calculation, additional MYR can be purchased for 1 BP for every 2 MYR.

More information about MYR can be found in the Spell Aspect Mystical Energy Reserve.

Recovery (REC)

At the end of each round (12 seconds), after everyone has acted (including NPCs), all characters with MYR initially recover 1/3rd of the base MYR. This is called Recovery (REC). Increasing MYR after initial creation does not increase REC. REC can be purchased for 5 BP/1 REC.

Natural Spell Construction
Slots: 1

Prerequisite: External Caster

Some spellcasters are adept at creating new spells. They may -2 to all Difficulty Scores to learn new aspects or crafting specific spells.

Quicken Spectrum
Slots: 2

Prerequisite: Spectrum Affinity for specific Spectrum,

Spells from a specific Spectrum that require 2 rounds or less to cast, may be cast in a single player turn for 2x the Mystical Energy Reserve (MYR) cost of the spell. If the spell does not normally cost MYR, then the MYR cost is 4.

Mutually Exclusive With Slowed Spectrum for the specific Spectrum.

Reduced/No Backfire
Slots: 1+/6

Spellcasters who experience the potential for spells to Backfire, subtract 5 from the Difference on the Backfire chart for all mystical skills per slot taken. May be taken multiple times. Each time is applied to a different Spectrum.

No Backfire means that spells from the chosen Spectrum do not incur a Backfire potential.

Mutually Exclusive With: Backfire/Increased Backfire for the same Spectrum.

Reduce/No Material Components
Slots: 1, 3

Prerequisite: External Caster

Casters who are required to use Material Components for their spells have a certain cost associated with those components. Spellcasters who have the Reduce Material Components traits have either found a way to cast the same spells with less expensive substitutes (1 Slots) or have found a way to cast the spells without material components at all (3 Slots). Works for all spells of a single Spectrum.

May stack with Still Spectrum and Silent Spectrum. This trait may be taken multiple times, each time is applied to a different Spectrum.

Mutually Exclusive With: Expensive Spectrum for the chosen Spectrum.

Shield of Faith
Slots: 5

The faith of a character in their immortal patron is so powerful that their Spirit protects them from supernatural harm. The character may add their SPI to all Resistances.

Shifted Spectra
Slots: 3

Prerequisite: Character has the ability to shift shape.

Only applies to casters who have the ability to shapeshift (does not include shifting from spells). Spells from a single chosen category of Spectra: Primal, Life, Natural, or Deep may be cast while in shifted form, even if the verbal and somatic components are problematic. Material components are still consumed, even if shifted with the form or pushed into a pocket plane while shifted. Shifted Spectra may only be taken once.

Silent Spectrum
Slots: 5

Spells from a chosen Spectrum that normally have a verbal component may be cast without speaking. All other components of spellcasting still apply normally.

May stack with Still Spectrum and Reduced/No Material Component. This trait may be taken multiple times, each time is applied to a different Spectrum.

Mutually Exclusive With: Verbose Spectrum for the specific Spectrum.

Simple Gestures
Slots: 1

Add 20 to Concentration skill checks with Somatic Components for a single Spectrum. Simple Gestures may be taken multiple times. Each time, it is applied to a new Spectrum.

Mutually Exclusive With: Complex Gestures for the same Spectrum.

Spectrum Affinity
Slots: 1+

Spellcasters with Spectrum Affinity may add their Primary Characteristic (PC) for all spells from a chosen Spectrum a second time. Spectrum Affinity may be taken multiple times. Each time it must be applied to a new Spectrum.

Mutually Exclusive With: Opposing Spectrum.

Still Spectrum
Slots: 5

Spells from a chosen Spectrum that normally have a somatic component may be cast without moving. All other components of spellcasting still apply normally.

May stack with Silent Spectrum and Reduced/No Material Component. This trait may be taken multiple times, each time is applied to a different Spectrum.

Mutually Exclusive With: Complex Spectrum for the specific Spectrum.

True Believer
Slots: 5

Prerequisite: Immortal Source

A True Believer has no doubts with regard to their faith in whatever higher source their power comes from. As such, they get a total number of d10 equal to their Spirit (SPI) each day as a pool. They may use any number of d10 from this pool to add to skill checks associated with fulfilling their immortal purpose. Once the pool is emptied, they must visit a place considered sacred to their faith and meditate for one hour before the pool is refilled. They must be in favor with their immortal source for this trait to function.

Mutually Exclusive With: Doubter.

Widen Spectrum
Slots: 2

Prerequisite: Spectrum Affinity, Enlarge Spectrum

Spells from a chosen Spectrum that have a Shape of either two or three dimensions may double one dimension of the Shape: radius or arc degree. E.g. a cone shape of 45 degrees with a radius of 5m may either expand to 90 degrees or 10m.

Mutually Exclusive With: Narrowed Spectrum from the same Spectrum.

Foibles
Foibles are properties that are disadvantageous to your character. They hinder their effectiveness in ways that range from small bad habits to major problems. Each Foible comes with a Slot Cost to it that allows the player to add more beneficial Traits from the list above. Foibles and Traits are generally selected at character creation and only major storyline can add Traits or remove Foibles. Removing a Foible does not remove the Slot Cost benefit from the character (they don't have to give up traits gained by having Foibles.

Addiction
Slots: 1-5

Addictions are controlling compulsions and sometimes can be fatal. Mild addictions (1 Slot) can be having to collect rocks, coppers, or other harmless things that a character just has to do. These are annoying, but are more of a personality quirk than a true disadvantage. Heavy addictions (5 Slots) can be to alcohol, food, drugs, sex, or other such things that can ultimately lead to the destruction of a person's life if not dealt with. 1d10 per slot taken is rolled to determine the strength of the compulsion each time it is encountered.

Opposing check to Addictions is 1d10+WIS.

Mutually Exclusive With: Self Controlled

Automorph
Slots: 5

Characters with this foible have another form that they sometimes spontaneously morph into. Whenever a character encounters their automorph trigger, they roll 1d10 to check for their automorph trigger. If they roll a 1-5, their other form manifests. This manifestation lasts for 1d10 rounds after which a WIS check vs a SPI check needs to be made to transform back.

A secondary set of characteristics needs to be selected at character creation (or later if this foible is acquired through storyline), but the skill set remains the same as only the body has changed. Some skills may not be usable in the secondary form. GM and player must decide together what happens to equipment during the morph. Options include but are not limited to: the equipment is absorbed into the morph and unusable, is phased into a pocket dimension and is unusable, morphs into a form usable by the new form, is destroyed (add 5 slots), or falls off. Either of the first two options mean that the equipment returns once the original form returns.

''For example, Quelbos is a were-kin with an alternate form of mordwolf. He is able to shapeshift at will between his two forms. However, in stressful times, sometimes the mordwolf takes control and he is unable to shift back for a time. During such time, his equipment becomes part of him and is unuseable until he transforms back.''

Bad Temper
Slots: 2

Social situations often times set off your character when things don't go the way they want. Whenever an opposed social skill check is failed by your character, roll a 1d10. On a 6 or less, your character get's angry and must do something socially detrimental to alleviate the anger. Until such time as this anger is alleviated, all rolls get a -2.

Mutually Exclusive with Even Tempered.

Bloodlust
Slots: 3 or 6

For 3 slots, a character with the Bloodlust foible finds it difficult to stop once the killing starts. Even when the enemies surrender or there is a need to keep a bad guy alive, your character will likely kill them anyway. For every kill during combat that a character makes, add 1 to the DS to come out of the Bloodlust when combat is ended. The DS to stop fighting against enemies is 6 + the number of kills personally made or assisted in during the fight. The check to stop fighting is 1d10 + WIS.

For 6 slots, a character with the Bloodlust foible cannot stop killing and is unable to distinguish friend from foe. Once the first kill is made, the character will attack the next closest target, even if they are an ally. To attack a target that is an enemy instead, they have to roll 1d10 + WIS versus a DS of 8 + the number of kills or assisted kills they have made during the battle.

For both versions of Bloodlust, the character adds the number of kills to all damage rolls.

For either version, once the DS passes the capacity of the character to control themself through a WIS check, the only thing that ends the Bloodlust is if the character is rendered unconscious or killed, or a number of minutes passes equal to the DS without seeing any targets.

''For example, Juddu enters into battle and suffers from the greater version of the Bloodlust. He makes a kill and the next closest target is a friend. He rolls a 7 and adds 3 for a total of 10. The DS is only 9 so he recognizes his ally and moves on to the next enemy. He kills four more enemies and is about to kill the person they have come to arrest. He rolls a 6 and adds 3 for a total of 9, but now the DS is 13 so he attacks. Instead of arresting him and bringing him to trial, Juddu kills the person they were hunting. Also, since that brings his kill total to 6, the DS is 14, which is more than Juddu can possibly defeat to come out of the Bloodlust. Fhubassa is forced to wrap him up in a cocoon of air until Juddu passes out else the rest of the mercenary group face the ogre's wrath.''

Mutually exclusive with Self-Controlled

Chaos Beacon
Slot: 5

The universe has an odd sense of humor and finds you extremely funny. For you, the laws of probability have been warped so that random, odd things happen to you with frightening frequency. Sometimes the event is small and inconvenient. Sometimes it is a major setback. The only thing the Chaos Beacon doesn't ever try to do is kill you.

The GM will roll Percentile Dice once per gaming session to determine how intense the Chaos Beacon affects you.

0-10% means nothing happens that session.

11-25% means something mild happens. Roll 1d10. If greater than 6, then chaos favors you and whatever happens is mildly beneficial to your character.

26-70% means something significant happens. Roll 1d10. If greater than 8, then chaos favors you and whatever happens is significantly beneficial to your character.

71-98% means something major happens. Roll 1d10. If a 10 (0) shows up, then chaos favors you and whatever happens benefits your character in a colossal manner.

99% could mean something on a cataclysmic scale happens. Roll percentile dice again. If 90-100% is rolled, then chaos favors you and something life-changing even happens to your character that benefits them and everyone around them.

Compulsion
Slots 1-5

Compulsions are similar to addictions in that they demand the character act a certain way. However, the compulsion may not be something that is actually harmful to the character. The compulsion may be something as simple as collecting every blue rock they see or as intense as the need to jump from every cliff the character encounters to see if they survive. The DS to resist a compulsion is Xd10 where X is the number of slots granted by the foible. The check to resist is 1d10 + WIS.

Coward
Slots 4

Characters who are cowards fear confrontation and that fear leads them to avoid or flee such confrontations. The character is a coward with regard to one general class of confrontation (e.g. combat, religious, relationship political, etc.). Whenever presented with the confrontation specified, they will immediately attempt to flee. If the confrontation is known ahead of time, they will attempt to rationalize their way out of participating. There is no check that will overcome this cowardice. Only a story-based event can change them.

Mutually Exclusive With: Brave.

Crippled
Slots 1-10

Character is physically crippled through injury or defect and struggles with physical skills. For each Slot taken, character incurs a -5 to all Movement and Physical Combat skills that pertain to their handicap.

Dependent NPC
Slots 1-10

Characters with a dependent NPC have someone who relies on them on a regular basis for their survival. This might be a grandmother who needs income assistance every month (1 slot) or a non-adventuring spouse at home (5 slots) or a child with a disability that requires constant care (10 slots). GM and player decide the nature of the dependent NPC and how many slots are granted based on their need and how that affects the game. Failure to take care of the dependent NPC can lead to them getting into trouble or even dying which will seriously affect the character. If a dependent NPC gets into trouble, the character suffers a -2 distraction modifier to all rolls until their NPC is safe again. If the dependent NPC dies, the character suffers a permanent minus to all checks equal to the number of slots granted until an event occurs (agreed upon by the GM and player) that atones for, or alleviates the guilt for allowing the Dependent NPC to die.

Distinct Aura
Slot 1

Character has an obvious Aura that is detectible and effective. This Aura may be good, evil, arcane, Spectrum-based, or other depending on the desires of the player and the will of the GM. Characters with distinct Auras take a penalty from equipment with opposing alignments rather than gain a bonus equal to the equipment's bonus. Some items may not be able to be used at all or cause damage to certain Auras, GM's discretion. To detect the Aura of someone with this Foible, add the SPI of the person with Distinct Aura to the roll of the one doing the detecting.

Greedy
Slots: 2 or 4

Greedy characters crave wealth and personal belongings. Whenever there is opportunity, no matter the moral context, a greedy character will desire to take advantage. To resist the lure of greed, a player must make a basic 1d10+WIS roll vs. a DS equal to 1d10 for every 5% of their current wealth that may be gained by the venture.

Greedy characters may also be Miserly for an additional 2 Slots. Miserly characters must roll a 1d10+WIS roll vs. a DS equal to 1d10 for every 5% of their wealth they are required to spend.

For ease of calculation, coin value may be used, or GM and player can come to an agreement on an estimated total wealth for the character.

Holes in Pockets
Slots 3

Character just cannot bear to save and be wise with money. Has to spend most or all of it as soon as they get it. Can be on useless or useful stuff, but it must be spent quickly. Character must spend all of their on-hand coin at the end of the session.

Mutually Exclusive With: Independently Wealthy & Greedy/Miserly

Impulsive
Slots 2

A character with this foible tends to act first and ask questions later. They must roll 1d10 + WIS vs. a DS equal to 1d10 + SPI + 2 to resist the impulse to act. Roleplay it out!

Mutually Exclusive With: Self Controlled.

Jealous
Slots 3

A character with the jealous trait has a particular focus for their jealousy. This may be a particular person they are enamored with that when others even speak to them of the opposite gender, the character gets angry and attempts to interfere with the interaction. It could also be jealousy toward others who have a particular skill that they are better at than the character. Typically this jealousy would compel the character to show off or to challenge the other person to contests to show superiority (which will likely annoy the other person).

Mutually Exclusive With: Self Control.

Living Target
Slots: +1

Attacks of opportunity against this character gain 1d10 to attack rolls per Slot.

Mutually Exclusive With: Avoidance

Migraines
Slots 1-10

Character suffers from Migraine headaches or other periodic mental disability that makes concentration difficult. For every Slot taken, character gains a -5 to all Knowledge Skills and Mysticism rolls for the duration of the impairment. Player and GM should set a trigger for the impairment such as too much physical exertion, excessively loud sounds, or the like. To make the impairment go away, an anti-trigger should also be set.

Naïve
Slot 1-3

This character sees the world from an inexperienced perspective. They trust too easily, are unaware of the wiles of others, and are often taken advantage of. In Social situations, the Naïve character takes -5 to all rolls related to their naivete per slot taken. This does not mean all Social rolls, but those where someone can take advantage of the character's inexperience and trust.

No Sense of Humor
Slots 1

The character with no sense of humor does not find anything funny. That doesn't mean they don't get jokes, but they won't laugh at them. Pranks annoy them. They are simply no fun. A character who demonstrates this lack of humor in a social setting suffers a -2 to their next 3 social interaction checks within a single setting.

No Sense of Honor
Slot: 3

A character with no sense of honor could not care less about doing the right thing or other people. They may not be exactly evil, but they are downright selfish and often cowardly.

A character with this foible must roll 1d10 + WIS when they make any choice that requires self-sacrifice or choosing between doing right and serving self. The DS for this check is dependent on how honorable the act required of them is ranging from 5-20.

Pacifist
Slots: 5/10/20

To one degree or another, the pacifist is against violence. They will refuse to do violence against anyone, even an enemy, except in certain cases. There are three types of pacifists:
 * Self Defense Only (5 Slots): This type of pacifist will never initiate violence against another unless their life or the life of someone under their protection is threatened with violence first.  Once the pacifist believes a legitimate threat has been initiated, all bets are off.
 * Cannot Kill (10 Slots): This type of pacifist refuses to kill even the vilest enemy, though violence may be used as necessary.  Instead, they will attempt to neutralize them some other way, even to the point of taking additional harm to themselves to avoid killing.  The unwillingness to kill extends to passive acts such as leaving an enemy to die.  Any act that purposefully can lead to the death of another must be avoided.  Failure to follow this personal code will turn the Pacifist into an Ultimate Pacifist for a number of days equal to 1d10 times their Spirit or until some ritual of atonement is completed as required by their character or religion.
 * Ultimate Pacifist (20 Slots): This type of pacifist refuses to do violence at all.  They also do their best to prevent violence happening to others, including their enemies.

Phobia
Slot 1-5

A character with a phobia has an over-riding fear of something particular. This could be heights, water, spiders, or the like. When the source of the character's Phobia is actively against them, they will react strongly against the source of the fear. If they are in the presence of the source of their Phobia and it is not under the control of an ally, the character will have a lesser reaction. If an ally seems to be in firm control of the source of their Phobia, the character will suffer a -1 to all rolls while in the presence of that source. See the table below for reactions based on Slots.

Poor Sense
Slots: 1-10

Characters with this foible have one or more senses impaired. It might be something as simple as inability to taste certain foods (1 Slot) or complete Blindness (10 Slots). This foible may be taken multiple times. GM determines the amount of slots gained by the severity of the sense loss. Character effectively loses 1d10 per slot on actions related to that sense.

Mutually Exclusive With: Opposed Keen Senses Trait (e.g. Blind and Keen Eyesight).

Scandalous Secret
Slots 1-10

The character has a secret that, if revealed, could do serious harm to their relationships and reputation. The secret could also be used to gain power over them. For every 1 Slot, the character incurs a -5 to all Social Rolls related to those who know the secret.

Sense of Duty
Slot 2

A character with a sense of duty will see certain things as morally or socially required of them. Any action that requires them to act contrary to what they see as their duty suffers a -5. This may be as simple as attempting to choose to prioritize something else over the object of their duty, or it may be an entire quest that is contrary to their duty (e.g. kidnapping the princess of the king to which a character has sworn an oath of allegiance).

Sense of Honor
Slots 2

A character with this foible is honorable to a fault. They will tell the truth, obey the law, follow the king, or do what they perceive to be the right thing regardless of consequences. No logic is able to convince them otherwise. To do that which they perceive as dishonorable requires a roll of 1d10 + PRS versus 1d10 + SPI + 2. If they succeed, they suffer a -5 penalty to all rolls for a number of days equal to the difference in the opposed checks.

Squeamish
Slots 2 or 5

A person who is mildly squeamish (2 slots) struggles with things considered gross or gory. Any time they encounter blood, gore, or anything that typically leads to such things, they must make a 1d10 + CON check versus a DS anywhere from 5 to 20 based on the level of the gore (determined by the GM). Failure means the character has to look away or continue making the roll each turn at a cumulative -1 penalty for every turn they have made the roll.

A person who is extremely squeamish (5 slots) must make a 1d10 + CON check versus the same DS to resist vomitting and a 1d10 + SPI check versus the same DS to resist passing out.

Unlucky
Slots: 2

Characters with this trait are exceptionally unlucky. Whenever two or more 1s are rolled for a single check, roll a single die. If the second roll is 5 or less, then the attempt is a critical failure. The table below uses the second roll to determine the nature of the critical failure. Table is cumulative (i.e. rolling a 3 means 4 and 5 are true also, rolling a 1 means all of them are true): Mutually Exclusive With: Lucky
 * 5 - automatic failure
 * 4 - equipment involved in the skill check is broken or lost, whichever makes more sense
 * 3 - opponent involved in opposing skill check gains double benefit from success
 * 2 - a friend, ally, or self suffers harm
 * 1 - permanent scar or hit to reputation

Vow
Slots 1-10

A character with a vow is morally compelled to fulfill that vow to the best of their ability until released from it. This may be a vow of poverty, a vow of silence, a vow to abstain from something, etc. Failure to abide by the vow results in suffering from a penalty of -5 to all rolls equal to the number of slots granted by the vow until atonement can be made for breaking the vow.

GM, make sure you provide opportunities for the character to break the vow.

Weakness
Slots 4

A character with a weakness is doubly susceptible to certain spectra of attacks or environments. Damage dealt is double and effects are also doubled in all mechanics.

Mutually Exclusive With: Immunity/Resistance of the same Spectra.

Mystical Foibles
The following foibles are for those who use Mysticism Skills. Foibles that reduce the effectiveness of a Spectrum may not chose a Spectrum that is already an Opposition Spectrum. For Foibles that pertain to specific Spectra, the character must be able to use that Spectra for the Foible to be taken.

Backfire
Slots: 3

Spellcasters who use a source that doesn't normally have a Backfire potential for their Mystical Skills have the potential for one Spectrum of spells.

An impure material component, a missed angle in the somatic component, the wrong syllable in a verbal component, personal disharmony or even disfavor with an immortal source could all bring disastrous results. Add to that the distractions the environment provides and you have a recipe for disaster. Wearing armor, getting hit in battle, standing on slippery ground all cause the caster to have to concentrate even more than normal to cast their spell. Each attempt to cast with these distractions requires a Concentration Skill check. If the Concentration Skill check is less than the damage taken or lower than the DS of the distraction, then there are consequences. Failure means one of the following potential events happens:

Complex Gestures
Slots: 1

Prerequisite: Not already an Opposition Spectrum; Must use Somatic Components

Subtract 20 from Concentration checks for a single Spectrum of Mystical Skills. Complex Gestures may be taken multiple times. Each time, it is applied to a new Spectrum.

Mutually Exclusive With: Simple Gestures for the same Spectrum.

Doubter
Slots: 5

A Doubter has many ongoing doubts with regard to their faith in whatever higher source their power comes from. As such, they must roll 1d10+SPI check every time they use a power based on their higher source. The DS for this check is 15. On a failure, their power does not work. If they have the Backfire foible, then they must roll on the Backfire chart using their normal power check which they wanted to attempt divided by 2.

''For example, Vastoric is a priest of Qinah. He doubts where his goddess has been going of late and so the powers that he uses based on his faith in her are proving problematic. He casts a protection spell using Order and Defense. His TSB is 31. He rolls a 12 on his Spirit check so he must roll his power to determine what the Backfire might be. He rolls a 36 which becomes an 18 for purposes of the Backfire. He ends up protecting an enemy instead of his ally.''

Mutually Exclusive With: True Believer.

Encumbered Caster
Slots 3

An encumbered caster is a mage or spiritualist who has trouble wearing armor when using magic. The more encumbering the armor is, the more likely the spellcasting will go awry. For every point of Equipment Bonus mundane armor provides, there is a 5% chance of spell failure (roll percentile dice). If the spell fails, roll a 1d10 to determine failure effect.

5-10 - spell fails, no other effect.

2-4 - spell misfires, depending on the nature of the spell it can have an opposite effect, hit the wrong target, or cause random issues for the caster (e.g. grows warts all over their face for days).

1 - catastrophic failure, either the spellcaster has what this is already listed in their spellbook, or an agreed upon major issue arises when the spell fails. The more powerful the spell, the more catastrophic the failure.

Expensive Spectrum
Slots: 2

Prerequisite: Not already an Opposition Spectrum

Casters who are required to use Material Components for their spells have a certain cost associated with those components. Spellcasters who have the Expensive Spectrum foible require components of a higher than normal quality. Quality of components required (usually requiring more expensive, alternative components) is doubled for all spells cast in that Spectrum.

Mutually Exclusive With: Reduced/No Material Component for the chosen Spectrum.

Extended Time
Slots: 2

Prerequisite: Not already an Opposition Spectrum

Spells from a specific Spectrum take twice as long to cast. No spell from that Spectrum can take less than 2 Player Turns to cast.

Mutually Exclusive With: Slowed Spectrum for the specific Spectrum.

Impractical Spell Construction
Slots: 1

Those who learn specific spells versus simply Spectra and Purposes typically don't learn new spells as fast. This comes in part from the fact that many of them have to learn in the wild or don't have a teacher that can fully understand them as well as they understand themselves. When crafting a new specific spell (Learning the Spell), modify the roll by -2.

Increased Backfire
Slots: 1+

Prerequisite: Backfire for that Spectrum

Spellcasters who experience the potential for spells to Backfire, add 5 to the Difference on the Backfire chart for each slot taken.

Mutually Exclusive With: Reduced/No Backfire.

Limited Reserve
Slots: 2

Some characters with mystical skills have some kind of Mystical Energy Reserve (MYR) for casting spells. While that reserve grows with the character, they are still limited by a finite amount which can cause problems if battles or events become extended. Characters that have this trait have half the normal MYR available to them to start.

Increasing MYR costs 1 BP for 1 MYR instead of the normal 2 MYR.

Minimize Spectrum
Slots: 1

Prerequisite: Not already an Opposition Spectrum

The caster chooses a Spectrum. No Total Skill Bonus can be converted into extra dice. Any natural 10 rolled for spells of that Spectrum may not be counted and rerolled per the Rolling a 10 rule (natural 10s don't explode).

Mutually Exclusive With: Maximize Spectrum for the same Spectrum.

Narrowed Spectrum
Slots: 2

Prerequisite: Not already an Opposition Spectrum

Spells from a chosen Spectrum that have a Shape of either two or three dimensions must half one dimension of the Shape: radius or arc degree. E.g. a cone shape of 90 degrees with a radius of 10m may either reduce to 45 degrees or 5m.

Mutually Exclusive With: Widened Spectrum from the same Spectrum.

Opaque Mind
Slots: 10

 Normal:  Spellcasters can learn new spectra of spells though at an ever-increasing difficulty.

 Foible:  Spellcasters are limited to only one spectrum of spells.

Mutually Exclusive With: Magic Prism

Opposed Spectrum
Slots: 6

Prerequisite: Spellcaster

Spellcasters may not cast any spells from this Spectrum. Negative effects from this Spectrum are doubled. Beneficial effects from this Spectrum do not work, or have the opposite effect, whichever is worse and applicable.

Note, this foible replaces and is a greater version of Weakness.

Mutually Exclusive With: Spectrum Affinity for the same Spectrum, Weakness.

Quick Burn Spectrum
Slots: 2

Prerequisite: Not already an Opposition Spectrum

Spells from the chosen Spectrum have half the duration.

Mutually Exclusive With: Extend Spectrum of the same Spectrum.

Reduced Spectrum
Slots: 2

Prerequisite: Not already an Opposition Spectrum

A caster chooses a Spectrum of spells. For any spells of that Spectrum, the range is halved.

Mutually exclusive with Enlarged Spectrum in the same Spectrum.

Slow Learner
Slots: 2

Prerequisite: Not already an Opposition Spectrum; Must craft specific spells.

New mystical skills in a single chosen Spectrum are learned in twice the time.

Mutually Exclusive With: Fast Learner for the same Spectrum.

Tongue-tied
Slots: 2

Prerequisite: Not already an Opposition Spectrum; Verbal Components

Modify Concentration rolls for spells with Verbal Components for the specific Spectrum by -20.

Mutually Exclusive With: Silent Spectrum for the specific Spectrum.

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement