Heroic Characteristics:
General

This group of HCs is a general category of HCs that don't fit well with many of the other categories.

Alert Sleeper

Cost: 20 points
Pre-requisites: Perception rank 12
Description:The character sleeps with one eye open, so to speak. The character does not suffer any penalties to Listen or Smell checks while sleeping naturally. This does not apply to magical or drug induced sleep.

Alertness

Cost: 10 points per rank
Max Ranks: 5 ranks
Description:The character pays close attention to her surroundings, checking for danger frequently. Her experience tells her what to look for when checking for ambushes or surprise attacks. For every rank of this HC, the character gains a +5 AV bonus to Spot, Listen, or Smell checks when determining if the character will be surprised or ambushed. This bonus only applies to those checks when the character is checking for hidden dangers, but not most traps.

Danger Sense

Cost: 30 points
Pre-requisites: 2 ranks of the Alertness HC OR 4 ranks of in any psychic discipline.
Description:

The character has a keen sense of when something is not quite right. If surprised or ambushed in combat, the character must roll a PER(125) test. If successful, she does not lose any Agility bonuses to defense rating.

Additionally, if a the character or someone immediately close to the character is about ready to trigger a trap, the GM must roll a PER(125) test. If successful, the character "gets a bad feeling" in the back of her mind and can choose to not follow through with a previously declared action. This does not grant the character bonuses to searching for traps or detecting ambushes.

Fearless

Cost: 30 points
Pre-requisites: The character's Willpower attribute must be rank 10 or higher OR the character possesses the Horrifying Experience trait.
Description:The character gains a +20 AV bonus willpower checks to resist the effects of any fear effects. Additionally, the character suffers the effects of fear less than others. A state of Panic is reduced to Terrified, and a state of Terrified is reduced to Frightened. Read the System Rules chapter for more information on the effects of fear.

Fool's Luck

Cost: 40 points per rank
Max Ranks: 5 ranks
Pre-requisites: None of the character's Reasoning, Perception, Willpower, or Spirit attributes may be greater than 12.
Description:

Fool's luck allows the character to avoid one bad situation once per day. This trait can be taken multiple times, granting the character an extra instance of Fools Luck each day. It affects the character in one of two ways each time that Fool's Luck is called upon.

  • If the character critically fails a test by rolling a natural 05 or less on a 1d100, the character can call upon fools luck. Instead, the character actually succeeds wildly in the action even while critically botching the situation yet not causing harm to himself or his companions. (e.g. Scoring a critical hit against an opponent, but getting his sword hopelessly stuck in his armor.)
  • The character can force one successful attack or other action of an NPC that is detrimental to the character to be rerolled with a -20 AV penalty to the reroll.

Grandmaster Craftsman

Cost: 160 points
Max Ranks: This can be taken multiple times for multiple skills.
Pre-requisites: Rank 16 in a given trade or craft type skill.
Master Craftsman HC attached to that same skill.
Description:

The Grand Master Craftsman has mastered his art and can make products that are unsurpassed in quality. If the character spends 3 months or 50 times the normal construction time for a given item, whichever is longer, he can take an automatic result of 100 on the die roll. Alternately, the character can choose to quadruple the standard construction time and roll a 1d100, but any results less than 50 on the die roll are considered to be a 50.

This HC can be taken multiple times. Each time it is taken it applies to a different craft skill that the character possesses.

Light Sleeper

Cost: 20 points
Description:The character can awaken quickly from sleep with no penalties. The character always awakes fully alert and aware of his immediate surroundings.

Lone Wolf

Cost: 30 points
Description:The character operates well when alone. If operating by himself, the lone wolf gains a +5 AV bonus to all skill checks except social skills.

Lucky

Cost: 20 points per rank
Max Ranks: 10 ranks
Description:The character is lucky. For each time that this trait is taken, the character gains a luck point. Whenever the character fails a skill or attribute roll, he can use a luck-point to add +5 to the result. A character's luck points refresh once per day.

Master Craftsman

Cost: 80 points
Max Ranks: Can be taken once per trade/craft type skill.
Pre-requisites: Rank 12 in a given trade or craft type skill.
Description:

A master craftsman can choose to put extra time and loving care into a given project when creating something, and it shows. If the character spends 1 month or 20 times the normal construction time for a given item, whichever is longer, he can take an automatic result of 50 instead of rolling the d100 roll for the skill check. Alternately, the character can roll a 1d100, but any results less than 25 on the die roll are considered to be a 25.

This HC can be taken multiple times. Each time it is taken it applies to a different craft skill that the character possesses.

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