Difference between revisions of "Talk:Traits (4E)"
(Master Mole) |
m (→Basics: removed comment as we settled on Traits and Talents as the ames) |
||
Line 2: | Line 2: | ||
== Basics == | == Basics == | ||
Talents come in three basic types; persona, subplots, and perks. Personal talents affect yourself and your abilities, and include all professions. Subplots have an effect on the story, and is an invitation to the DM to weave stories around your character; it is a statement of interest in a certain type of plot. Perks are social advantages your character enjoys in the game world. Many of them invite to subplots as well, especially political ones, but not as directly as subplot talents do. | Talents come in three basic types; persona, subplots, and perks. Personal talents affect yourself and your abilities, and include all professions. Subplots have an effect on the story, and is an invitation to the DM to weave stories around your character; it is a statement of interest in a certain type of plot. Perks are social advantages your character enjoys in the game world. Many of them invite to subplots as well, especially political ones, but not as directly as subplot talents do. | ||
− | |||
− | |||
== Heroic Talents == | == Heroic Talents == |
Revision as of 16:09, 23 January 2009
Basics
Talents come in three basic types; persona, subplots, and perks. Personal talents affect yourself and your abilities, and include all professions. Subplots have an effect on the story, and is an invitation to the DM to weave stories around your character; it is a statement of interest in a certain type of plot. Perks are social advantages your character enjoys in the game world. Many of them invite to subplots as well, especially political ones, but not as directly as subplot talents do.
Heroic Talents
Cause
Perk
Benefit: You are a champion for a certain cause, and know among others dedicated to and against this cause. This gives you a set of friends and enemies depending on the exact cause you choose when taking this talent. Causes can be religious creed
Cute
Perk
The discussion so far went against subdividing cute further. Still, as the complimentary talent to Awe, cute does assume a certain degree of passiveness and/or lack of respect. --Starfox 17:06, 17 December 2008 (CET)
Should these variants exist alongside cute, or should you choose between them when you pick cute? Are these three variants enough? If you have to choose you have to have more, like charming and beautiful. I don't like the idea that a talent many picks has to be split up. It's like every feat or skill that more than one character picks has to be split up. "Oh no, you picked perception too, well I'm better at eyesight, you have to be better at listening or smelling." --TexaS 10:46, 12 December 2008 (CET)
Isn't this solved with no change? --TexaS 10:54, 17 December 2008 (CET)
Benefit: Being cute makes it easy for you to get into social events, make acquaintances, and generally be very popular in a non-domineering sort of way. There is something about you that makes others care for you. People who would ordinarily be hostile might capture ore use you instead of killing you.
- Adorable: You inspire others to take care of you. This often goes with a somewhat infantile presence. As long as you stay somewhat subdued or submissive you can expect many people to give you favorable treatment, with minor gifts, favors, and treats.
- Alluring: You have a mystery about you that is appealing to others. By remaining silent and aloft, you inspire others to think about you and perhaps even approach you. Once they get to know you, they will slowly realize what is under the surface and the allure is replaced by other feelings. This can be bad if there is nothing beneath.
- Perky: You have an upbeat personality and your antics are generally taken in a positive way. This cheers up those around you and contributes to a positive atmosphere. You often serve to inspire others to action, though sometimes not into doing what you want them to.
Spin Yarn
Personal
Prerequisite: Trained in Bluff.
Benefit: By continually speaking, you may keep your audience captive with outrageous tales, distracting them. You can keep this up beyond all reason. You must first engage the victim in conversation, and then make a Bluff roll against the targets' passive Insight. You can target several people at once with no penalties, but use the highest value in the audience for a difficulty. A successful roll lets you keep telling the story for five minutes before you need to make a second roll.
Combat, an alarm, and other direct threats and immediate situations will break your hold on people. You might have to use your Spin Yarn on someone who comes to interrupt, or lose your audience.
Paragon Talents
Master Mole
Prerequisite: Trained in Bluff.
Benefit: You are a master of disguise and infiltration. You often turn up to help your comrades at the most unexpected times, disguised as one of the bad guys. This can make an alternate entrance for you in a scenario, r it can be a way to turn up in a scene were you wouldn't ordinarily be, turning up to help another character in a split party situation.