Difference between revisions of "Traits (4E)"

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'''Benefit:''' You have a group of followers who work for you. They serve in some capacity; for example as a garrison, police force, ship’s crew, caravan drivers, or guild thieves. They report to you, and you can give them orders slightly outside the scope of their normal activity, but they will not generally accompany you on adventures and never enter dungeons.  
 
'''Benefit:''' You have a group of followers who work for you. They serve in some capacity; for example as a garrison, police force, ship’s crew, caravan drivers, or guild thieves. They report to you, and you can give them orders slightly outside the scope of their normal activity, but they will not generally accompany you on adventures and never enter dungeons.  
  
You have a number of followers equal to your Charisma score, and it they take losses, they return to this number as soon as plausible - either because you get new followers, or because defeated ones return to action.
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You have a number of followers equal to your Charisma score, and it they take losses they return to this number as soon as plausible - either because you get new followers, or because defeated ones return to action.
  
 
All your followers are identical NPC minions two levels lower than you of a class and race agreed upon with the DM.
 
All your followers are identical NPC minions two levels lower than you of a class and race agreed upon with the DM.

Revision as of 09:33, 2 October 2008

4ED&D 4E
4th Edition Dungeons & Dragons

Template:Review

Talents are an optional set of rules that give characters more options out of combat. They are purchased separately from the skills, feats and powers described in the Player's Handbook. The talent rules can thus be dropped into a game without affecting existing characters, albeit at the cost of some extra bookkeeping.

Basics

Talents are non-combat versions of feats. They give special abilities that are used to define a characters background and Talents are used to represent your character’s livelihood outside of adventuring. This includes role-playing gimmicks and background options. They are also used to purchase professions (non-combat skills).

You gain talents at the same rate as you get new feats; at level 1, 11, 21, and every even level. You can retrain one talent every level, in addition to normal retraining limits.

Talent list

Agent

Prerequisite: Level 4

Benefit: You have an agent who will act on your behalf and represent you. While unwilling to risk his or her life, the agent will carry out instructions to the best of his ability, and look out for your interests when you are otherwise occupied. He will also travel to represent you in other places and can be sent on missions on his own. In return, the agent expects advice, patronage, and that you use your contacts on his behalf.

An agent is an NPC two levels lower than yours of a class and race agreed upon with the DM. If your agent is killed, you will want to retrain this talent.

Special: The agent is and NPC and is thus designed by the DM. You can take this talent several times, each time gaining a separate new agent.

Artiste

Benefit: You get a +3 feat bonus to Actor, Dancer, Lover, Musician, Orator, and Singer.

Authority

Benefit: You get a +3 feat bonus to Lawman, Merchant, Sailor, Soldier, and Valet.

Awe-Inspiring

Prerequisite: Trained in Intimidation.

Benefit: You are very good at projecting your image, be it scary or dazzling. This is great for becoming the center of attention. You can make an Intimidate roll as a free action against everyone in your presence, on a success they take note of you. They do not become friendly or hostile; they merely focus some of their attention on you.

Blue Blood

Benefit: Your family is old and recognized for its nobility, one of the most prestigious in the land. In a campaign where most everyone is a noble (a chivalry campaign, for example) you may even be of royal blood.

Those who care about such things will see you as a born leader, and your career often benefits. It is easy for you to be invited to parties and social functions, and you have relatives in high places. Your word is given due consideration, you are a valuable and reliable witness, and you will mostly be assumed to have a good reason to be wherever you are doing whatever it is you are doing, even if it might seem fishy. Even those who don't respect nobility find it hard to ignore your manners and bearing, it is clear that you are a person not to be trifled with.

You're not automatically wealthy, some nobles are dirt poor. If you get caught with your hands dirty, Blue Blood may backfire; everyone loves a good scandal.

Celebrity

Prerequisite: Training in Fame.

Benefit: You get a +3 feat bonus to Fame.

Contacts

Benefit: Contacts are persons you know and who are friendly to you and sympathetic to the same cause as you, but not your direct servants or allies. They will gladly supply information, acting as your eyes and ears. They also willingly perform services for you at normal cost, which can be a boon if they deal in something that is outlawed, rare, or otherwise hard to come by.

Over time, your network of contacts grows, you gain new ones while some of your old contacts become obsolete. This talent gives you a number of contacts equal to half your level, with a minimum of one contact. You generally acquire a new contact once per level, replacing an old one on odd levels and gaining a new one at even levels. Sometimes, your contacts change slower or quicker than this, but can never have more contacts than your level indicates.

A contact should ideally be someone you met and befriended during play. In this way, you can gain influential contacts; kings, courtiers, important heroes and other famous individuals. You can flesh out your stable of contacts with NPCs of your own invention, but these are generally not as important or influential as the ones you meet during play; typical examples are city guardsmen, traders, shopkeepers, local clergy, or minor mystics.

Cute

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 just ignore you might instead kidnap you or just give you a smile and favorable treatment.

Deduction

Benefit: You are an expert at applying logic to real-world situations. Once per encounter when you are speculating as to the best course of action or about the motivations of a given character, you can have the GM tell straight out you whether your speculation is correct or incorrect.

Disguise

Prerequisite: Trained in Bluff.

Benefit: With a few minutes of work you can disguise yourself as another person of your approximate size and same basic body shape. Imitating a specific individual is also possible, but takes a day of preparation and costs 100 gold pieces for whigs, clothes, and cosmetics. Make a Bluff check opposed by Insight to pass inspection.

Normal: Anyone with Bluff can maintain a disguise, but it takes longer to don one they will need more special materials.

Drifter

Benefit: You spend a lot of time on the road, and have a tendency to just happen to be there when it happens. Any time another character is alone and needs help, you can show up if it's at all plausible.

Fame

Prerequisite: Trained in the Celebrity profession.

Benefit: Gain a +3 feat bonus to the Celebrity profession.

Fans

Prerequisite: Celebrity

Benefit: Placeholder

Followers

Prerequisite: Leadership

Benefit: You have a group of followers who work for you. They serve in some capacity; for example as a garrison, police force, ship’s crew, caravan drivers, or guild thieves. They report to you, and you can give them orders slightly outside the scope of their normal activity, but they will not generally accompany you on adventures and never enter dungeons.

You have a number of followers equal to your Charisma score, and it they take losses they return to this number as soon as plausible - either because you get new followers, or because defeated ones return to action.

All your followers are identical NPC minions two levels lower than you of a class and race agreed upon with the DM.

Special: You can take this talent several times, each time getting a separate group of followers.

Handyman

Benefit: You get a +3 feat bonus to Jeweler, Leatherworker, Mechanic, Smith, Stoneworker, and Tailor.

Honest Joe

Benefit: You have a way with people, and inspire trust and confidence without really trying to. Any basically good and law-abiding npc that knows nothing of you gladly gives you a hand, though there must be a reason if they are to accept discomfort or danger to help you. Sometimes, you can even inspire this trust in goons and villains, but usually only after you have soundly trounced them.

Language

Benefit: Choose a language. You can now speak, read, and write this language fluently.

Special: You can take this talent more than once. Each time you select this talent, choose a new language to learn. Unlike the Linguist feat, this has no prerequisite.

Lip Reading

Prerequisite: Training in Insight.

Benefit: You have the ability to decipher what people are saying merely from looking at their lips moving, as long as you can get a reasonably good view of a speaker's lips and know the language. Certain parts may be obscure or missing or require an Insight roll to understand correctly.

Mentor

Benefit: You have mentor or employer that sees you as a trusted agent. The mentor is a constant source of information, employment opportunities, and often useless advice.

The DM is encouraged to use the mentor as an adventure hook and patron, and might tailor benefits and rewards to the mentor’s outlook on you. You can also turn to the mentor for help and advice, but a mentor will not accept being used and will avoid becoming directly involved in the action. The mentor is a powerful figure, which might or might not mean that he is a high-level character. A rich merchant, influential queen, or behind-the-scenes monster can also function as a mentor just as well as the classic warrior lord or wizard sage.

The exact details of your mentor are up to the DM and might even be unknown to you; a mentor might have a secret agenda.

Mistaken Identity

Benefit: Your identity are commonly mistaken; either for a specific person or for a role other than your own. You are known for traits and abilities you do not possess, based on misinterpretation, rumors, or just plain lies. A commoner fighter could be known as a prince, a holy man, or a demon summoner. People influenced by your fame will have heard of this false repute, and react accordingly

This talent can often be confusing and even work as a disadvantage, but it is likely to propel you center stage and it thus an advantage in a role-playing sense.

Nemesis

Benefit: Your fate and purpose is linked to a particular enemy. You and this enemy are bound to run across each other again and again, and you have a mysterious way of ending up in one-on-one encounters with this enemy. In addition, your nemesis advances in power as you do, and has an amazing ability to survive and return to fight another day. And should he die, there is always someone else on the sidelines, ready to step in.

The DM has to approve your choice of nemesis; it is generally best to pick a nemesis you've met during play and that proved particularly interesting, memorable, and loathsome.

Perfect Recall

Benefit: You have perfect recall; years afterward, you can call up the precise words of a conversation or recall details of a room seen only at a glance. This allows you to analyze as scene from memory as though you were actually present there. You can retroactively use the Perception skill to notice things you didn't think of looking for when you were actually there, which in turn might give more information from knowledge skills.

Professional Training

Benefit: You gain training in one profession.

Special: You can take this talent more than once. Each time you select this talent, choose a profession in which you are not trained.

Romance

Benefit: You have a complex and troubled romance that enhances your role in the campaign. This is not just any relationship, but one involving someone you cannot easily get together with; your king and soverign or the daughter of an arch enemy, perhaps even the nemeis of another player. There are usually other complications as well; unrequited love, duty, racial differences, and other hindrances. This kind of romance is a long-established plot and gives your loved one a special role in the campaign; the object of a romance should not simply die by a stray hit.

Scholar

Benefit: You get a +3 feat bonus to Architect, Alchemist, Governor, Painter, Scribe and , Stargazer.

Subterfuge

Benefit: You know how to keep a low profile. Your personal life is your own, and people in general do not know who you are or what you can do. This might be because you have a secret identity or simply stand back and let your companions take the limelight.

If you are a Celebrity, you are a mysterious adventurer who’s true identity no-one knows. Streetwise rolls to find out things about you suffer a +5 difficulty modifier in addition to other modifiers. Regardless of how famous you are, you won’t be generally recognized unless you want to be.

Signature Item

Benefit: You possess an item that has a great potential as a magic item. You know a special ritual to transfer the power of other magic items into your signature item.

Choose one specific type of magic item to be your signature item. This must be a weapon, implement, suit of armor, or amulet/cloak. Your signature item does not start out with this enchantment, but you know a special variant of the Create Magic Item ritual that only works on your signature item. You can only enchant your signature item with the one enchantment you choose when you selected the item, or with a generic “plus only” enchantment if your level is too low to create an item of your chosen type. If your signature item is lost or destroyed, you will want to retrain this talent.

Special: You can take this talent several times. Each time you do, it applies to a different item.

Spin Yarn

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 Diplomacy 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.

True Identity

Benefit: You have a secret but significant identity, and this identity is destined to become known and/or play a part in upcoming events. You can be the long-lost child of the old king, the destined savior of all lizardfolk, or a dragon bound to human form and abilities by a curse. The DM has to approve your choice, and its best to pick your true identity once you know what the campaign is all about.