Talk:Traits (4E)
Cute
Should these variants exist alongside cute, or should you choose between them when you pick cute? Are these three variants enough?
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 if you succeed on a Charisma roll against Will defense. People would would ordinarily be hostile might instead kidnap you instead of kill 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.
Fans
Prerequisite: Trained as a Celebrity
Benefit: You have a group of followers who look up to you, but who do not work for you. On many occasions, they will turn up and offer to help, fawn over you, or just hang around. This is often helpful, but sometimes annoying. They will not generally accompany you on adventures and never enter dungeons.
At any time, you have a number of fans equal to your Charisma score hanging around. All your followers are NPC minions no higher than two levels lower than you. All details are determined by the DM. Rarely, a powerful person or even a monster might turn out to be a fan, in which case he or she is likely to e extra pushy and demanding.
Gold Digger
Benefit: You are good at ingraining yourself with rich and powerful people. Having you around and spending money on you makes people feel rich and successful. This makes it easy for you to live off others and join parties and social occasions as a hanger-on. Actually gaining riches or influence will require more effort.
Insider
Benefit: Skilled in Diplomacy.
Benefit: You are quick to learn the codes and behaviors that make you an accepted member of a social circle. Once in a group, you are quick to integrate yourself and get treated as an insider; a member rather than an associate, family rather than a friend. You are good at understanding the unwritten rules that holds a group together and exploit them. However, if you break the tenets of the group, people might suddenly realize you were never really a member at all.
Power Signature
Benefit: There is something special about the way you use powers. This is a purely visual effect and does not change what the powers actually do, but it makes your power-use distinctive and noticeable. Choose one visual effect for your powers; this can be something like flaming skulls, psychic shockwaves, or celestial light. A martial character would have more mundande power signatures, such as carving your initials or leaving a signature item behind.
A power signature generally makes it easier for others to recognize your handiwork. If you succeed at a Celebrity roll, people will recognize yur power signature and react accordingly. It can serve as an alibi (I could never have done that; everyone knows I leave a rose behind) or as a lead for an investigator. it is possible to fake your power signature, so it is not enough to count as evidence against you.
Paragon Talents
These talents become available at level 11.
Army
Benefit: You have a horde or army of low-level followers you can call upon. When in active service, these followers take time and money to maintain, tough a successful campaign generally pays its own expenses. No member of your army has a higher level than half your level, and the army generally has a comprehensive look-and-feel; an infantry force, engineering corps, barbarian horde, or cavalry troop. You build it like an encounter, with an xp budget equal to the gp cost of a magic item of your level. Such an army can be used for military campaigns, as guards, and for other tasks that need a lot of people; they are not very useful on adventures.
This feat can be taken several times, each time with a different army, often different in style. It is generally a good idea to have an Agent to lead your army, especially if you have several.
Environmental Echo
Benefit: Your association with an element or force is strong enough that the effect goes with you wherever you go. Decide on an effect related to the powers you have, typical examples include elements, times of day, seasons, and so on. Wherever you go, the effect you are related to grows stronger. If you are related to winter, it is always cold where you are, if you are related to spring flowers bloom in tour path, and so on.
Minster
Benefit: You have made a political career and won access to important political venues; as a royal council, minister, or otherwise close to the seat of power. In this way you are a power behind the crown, with insight and influence over national policy.
Representative
Benefit: You are a political representative on the ruling body of your country. If your country has a parliament, you are a member. You might also be a spokesman for a noble family, burgomaster, ambassador, elected judge, governor, or otherwise be an officer of whatever political system you are a member of. This does not mean you have access to government (choose Minster for that), but you can make political appeals and have them respected and your opinion is given due weight. If you are mistreated or ignored, there might be unrest in the group you represent.