Traits

Traits are special abilities players may purchase to enhance their character or disabilities which give players extra points to play with during character creation. After you have completed your character, traits can not be purchased. The only way to change them is through role-playing and Gamemaster discretion.
If a trait is listed with a cost, you must spend that many creation points to receive the trait. Traits that penalize the character in some way are listed with a bonus. Add the bonus to the character's creation points. You may also choose to make traits conditional, doing so will change the cost or bonus received.

Conditional traits

Conditional traits are traits which come into effect only during certain circumstances. Examples of conditional traits include werewolves who change forms during the full moon, or a mage who can see magical effects by concentration. Conditional traits let a character get traits for a reduced cost as well.

Time Conditionals
TimeMultiplier
25% (e.g. Autumn) x 0.25
50% (e.g. daytime) x 0.50
75% x 0.75

Time conditionals are only in effect at specific times. The amount of time it is effective determines how much you multiply the cost or bonus of the trait by. If the trait is effective 10% of the time, multiply the cost or bonus by 10% (or .10). The chart to the right lists some examples of timed conditionals. (Note that seasonal conditions can change depending on which domain you are in.)
Concentration Conditionals
ConcentrationMultiplier
Distraction (-10) x 0.9
Straining (-30) x 0.7
Exclusive (no tests) x 0.4

Concentration conditionals mean that the character must concentrate for the trait to function properly, or if it is a bad trait (one that gives a bonus), the character must concentrate to negate the effects of the trait. There are three levels of concentration. Distraction means that the character may continue to do other things with minimal interference. Distraction level concentration subtracts 10 from all tests attempted while concentrating. Straining means that the character suffers some serious penalties to other actions attempted while concentrating. Characters exerting mental effort level concentration subtract 30 from all tests attempted while concentrating. Exclusive concentration means that the character must concentrate so hard on the trait that no other actions are possible. The chart to the right lists the multiples for purchasing each level of concentration.
Action Conditionals
Action LevelMultiplier
Minor x 0.9
Modest x 0.6
Major x 0.3

Action conditionals imply that the character must perform some sort of action to use a good trait or to negate a bad trait. A minor action doesn't require any test and is usually a free action (see the Combat chapter), but the character must be physically able to carry out the action. Examples include: a spell caster that must gesture to use her Water Affinity, or a holy man who must pray to use Holy Might. A modest action means the character must succeed in a specific test to use or negate the conditional trait. Examples include: a spell caster who must chant in a foreign language to use his Fire Affinity, or a warrior who must successfully attack with her ax to use Holy Might. Major actions are the culmination of several tests. Examples include a weapon smith who must create a weapon to use Earth Affinity (probably to enhance the weapon). The cost multiplier for each level is listed to the right.
Status Conditionals
Danger LevelMultiplier
Little (drunkeness, chastity) x 0.9
Modest (up to 10 points of damage, fasting 24 hours) x 0.6
Extreme (Possible death) x 0.3

Status conditionals require that a character is in a particular state to activate or negate the Trait. For instance, a character might need to be drunk to use Mage Sight or a healer who must be chaste to use Earth Magic. In some instances, such as chastity or fasting, the game master may rule that the character must observe the state for at least 24 hours to be able to use the trait. The cost multiplier for status conditions depends on the degree of danger the status puts the character in. Getting drunk isn't a big deal, but lighting oneself on fire can be devastating. The list to the right should give you some ideas for appropriate multiples.
Linked traits are traits that are only functional when another specific trait is in use. The cost or bonus for the trait is half normal (x.5). The most common linked traits include affinities that are linked to one another. For example, a character may spend 20 points for the Fire affinity and 10 for the Negation affinity linked to his Fire affinity. This character may use Fire magic normally, but may only use the Negation affinity with his Fire magic. He could also have chosen to link the Fire affinity to Negation and his Negation affinity to Fire for a total cost of 20 points, but he could only cast spells that use both Fire and Negation affinities.

When choosing conditionals, make sure to keep within the character concept and the context of the trait. Traits and especially conditional traits can easily be misused. (Like the guy that is only sterile when chaste. Someone is clearly missing the point.) Remember that the Gamemaster can reject any character he or she thinks is unfair or will not fit within the campaign. Your Gamemaster is the final authority.

Traits Listing

The following is a listing of traits available to players. If you want one that isn't listed, talk to your gamemaster and make a new one up that you both can agree upon Gamemasters, be sure to keep game balance in mind when determining the cost or bonus of new traits.

Acute senses

Sight
All Around VisionCost: 21Fae Trait: Yes
Characters with all around vision can see in all directions, usually due to multiple eyes (which must be purchased separately). The character is immune to Blindside or Rear Attacks.
Dark sight:Cost: 4 per levelFae Trait: Yes
Allows the character to see in the dark. Each level reduces the modifiers for darkness by 5%. After purchasing four levels of Dark Sight, a character can see in completely pitch-dark conditions.
Heat sight:Cost: 2 per levelFae Trait: Yes
Gives the character the ability to see differences heat levels. The level of a character's heat sight is the range in yards that he or she can see with heat sight. This will allow character's to negate the penalty for darkness within this range, unless the target is the same temperature as his surroundings. (This would render him or her invisible to Heat Sight.)
Mage sight:Cost: 3 per levelFae Trait: Yes
A character with Mage sight may see mana levels, including spells and magical auras. The character may also see the amount of Fae blood another creature has. The level of a character's Mage sight is the range in yards that he or she can see with Mage sight.
This can negate the penalty for darkness when attacking a creature within range that has a rating in Fae Blood different from his environment. In most cases, the environment has relatively little Fae. The only places with a higher level of mana are places subjected to magic or the Fae often. The presence of spells with a drain comparable to the target's Fae blood rating can obscure her as well.
Microscopic Vision:Cost: 5 per levelFae Trait: Yes
A character with microscopic vision can see small items and details at close ranges. Each level of Microscopic Vision adds 10 percent to Perception skill at ranges less than 3 feet.
Telescopic Vision:Cost: 8 per levelFae Trait: Yes
Telescopic Vision allows the character to see extreme distances like they were near. For each level of Telescopic vision, subtract 10 from the distance penalty on visual Perception tests and 10 from the range penalty for missile combat.
Wide Angle Vision:Cost: 9Fae Trait: Yes
Wide angle vision makes it impossible for an opponent to get a Blindside attack on the character. Rear attacks against the character are still possible.

Hearing
High FrequencyCost: 5Fae Trait: Yes
A character with High Frequency Hearing can hear sounds of a higher pitch than the normal hearing range of humans.
Low FrequencyCost: 5Fae Trait: Yes
Low Frequency Hearing allows a character to hear sounds of a lower pitch than the normal hearing range of humans.
Amplification:Cost: 5 per levelFae Trait: First level no, every other level yes.
Each level adds 10 percent to Perception to detect noises. Loud noises may cause the character pain at the Gamemaster's discretion.

Heightened Smell:Cost: 5 per levelFae Trait: First level no, every other level yes.
Each level adds 10 percent to Perception tests to detect smells and 5 percent to Tracking tests. Sharp or strong odors may cause the character discomfort or pain.
Heightened Taste:Cost: 3 per levelFae Trait: First level no, every other level yes.
Each level adds 10 percent to Perception when tasting something. Most frequently this trait will be used to detect poisons.

Touch
Heightened Tactile Sense:Cost: 5 per levelFae Trait: First level no, every other level yes.
This trait enhances a character's sense of touch. Each level adds 10 percent to Perception when the character is trying to feel the texture or vibrations of something. Note that the character may be more susceptible to pain or distraction from touching. (This guy is very ticklish!)
Heightened Thermal Sense:Cost: 2 per levelFae Trait: First level no, every other level yes.
Each level adds 10 percent to Perception rolls for feeling temperature changes.

Heightened Balance:Cost: 1 per levelFae Trait: First five levels no, every other level yes.
Each level adds 2 to Agility in situations where balance is required.
Danger Sense:Cost: 2 per levelFae Trait: Yes
Each level adds 1 to a character's perception to detect a situation which is dangerous to the character. Examples where this trait may apply include detecting an ambush or trap.

AffinitiesCost: 20 eachFae Trait: Yes
Affinities are required by characters who wish to use Sorcery. The seven affinities are: Air, Earth, Fire, Water, Mana, Life, and Negation. See the Magic chapter for more information about Affinities.
Allergy or DependencyBonus: variesFae Trait: GM descretion
An allergy to a substance means the character must avoid that substance or take 1 wound and 1 fatigue each combat turn he or she is in contact with the substance.
A dependency means the character must have a particular substance. Every hour he or she must do without, the character will take 10 wounds and 10 fatigue.
Rarity of substanceAllergy BonusDependency Bonus
Everyday (e.g. Water)104
Common (e.g. Iron)88
Uncommon (e.g. Steel)612
Rare (e.g. Gemstones)416
Very Rare (e.g. Uranium)220
AmbidextrousCost: 3Fae Trait: no
The character is equally proficient with both hands (or all grasping limbs as the case may be). The character takes no penalty for off hand use.
Appearance
UglyBonus: 1 per levelFae Trait: First five levels no, levels beyond five yes.
Ugly characters get a penalty to their Charisma whenever appearance is a factor. An ugly seductress would have difficulty, but an ugly singer can still sing sweetly. Subtract 2 per level of ugliness from the character's charisma in appropriate circumstances.
BeautifulCost: 1 per levelFae Trait: First five levels no, levels beyond five yes.
Beautiful characters add 2 times the level of this trait to their charisma when in situations that involve appearance.
Attribute BoostCost: 1 per levelFae Trait: Yes
The attribute boost trait is always conditional. The character adds the level of attribute boost to one of his attributes whenever the condition is fulfilled. Each Attribute Boost Trait purchased only works on one attribute which is chosen when the Trait is bought.
Example: Nicolia has purchased Attribute Boost. Her player wants to gain 30 Luck points at night, so the final cost is 15 creation points. (30 points for the level of the boost times .5 for a timed conditional that is effective half the time.)
BerserkerBonus: variesFae Trait: No
Berserkers are characters who enter a Berserk Rage under special circumstances. While Berserk, the character may only attack with melee weapons or natural attacks, but he gets to temporarily add 20 to his Strength and 10 to his Stamina. The character will attack the nearest living thing, friend or foe until it is dead (or appears dead). The character must make a Willpower test to gain a limited control. Any turn in which the character succeeds the Willpower test, he may choose a different target, but the berserker must either attack or move to attack his chosen target. The Berserk Rage will last until the character can see no living things, or he has made five successful willpower tests in five consecutive turns. The bonus for this trait varies by the circumstance that causes a berserk rage.
Berserk when damagedBonus: 5
Berserk at sight of bloodBonus: 10
Berserk when angeredBonus: 20
Code of honorBonus: variesFae Trait: No
A code of honor is a specific ethic the character chooses to live by. Every time the character breaks the code, the characters Luck Attribute will go down by 10 points. (It can go negative which will cause negative modifiers to every test.) The character must complete a special quest to recover these losses. The nature of the quest is entirely up to the Gamemaster.
The code of honor may have one or more limitations. The bonus for each limitation is added to the character's creation points.
Level of LimitationBonus
Easy (No green tea on the third Tuesday of a month)1
Rare (No alcohol on Tuesdays)3
Common (fast on Tuesdays, no alcohol ever)6
Everyday (no armor; No bows vs. humans ...)10
Diminished sense
Sight
Far-sighted:Bonus: 11 per levelFae Trait: No
A far-sighted character has difficulty seeing near objects clearly. For each level of this trait, the character suffers -10% Perception at ranges closer than 10', -10% Reading, and -5% to all hand to hand combat skills.
Nearsighted:Bonus: 11 per levelFae Trait: No
The character suffers from near-sightedness which means she has difficulty seeing far objects clearly. For each level apply -10% to Perception at ranges further than 5', and -10% Missile or Thrown attacks.
No color vision:Bonus: 3Fae Trait: No
A character with no color vision can not distinguish colors. He sees everything in varying shades of gray.
Poor Night Vision:Bonus: 10Fae Trait: No
Double darkness modifiers for this character up to a maximum of 20, which is the penalty for total blindness.
BlindBonus: 27Fae Trait: No
The character automatically fails all sight based Perception tests and always applies the Blindness penalty to combat tests.

Hearing
No low (or high) Frequencies:Bonus: 6Fae Trait: No
The character can not hear sounds within the specified frequency ranges.
Hard of Hearing:Bonus: 5 per level Max: 3 levelsFae Trait: No
Apply -10% to Perception tests based on hearing per level.
DeafBonus: 15Fae Trait: No
The character is completely unable to hear. The character automatically fails all hearing based Perception tests.

No Sense of SmellBonus: 9Fae Trait: No
The character has no sense of smell. He automatically fails any Perception test based on the sense of smell.
No Sense of TasteBonus: 6Fae Trait: No
The character has no sense of taste and will fail any taste based Perception test.

Touch
No Pain (tactile sense)Bonus: 15Fae Trait: Yes
A character suffering from this trait is completely oblivious to physical pain. He or she must actually see damage inflicted to know about it. The character also will automatically fail any Perception test based on the sense of touch.
No Thermal SenseBonus: 10Fae Trait: Yes
The character can not sense changes in temperature and has no natural means of regulating her body temperature. She never sweats or shivers, but takes double damage from extreme temperatures.

EtherealCost: 100Fae Trait: Yes
The character has no physical traits in this form and may not effect or be effected by purely physical objects.
Extra body partsCost: variesFae Trait: Yes
The character has multiple body parts. These extra parts appear near the original parts unless the character purchases Relocated Body Parts as well to locate them elsewhere on his body.
The character may also choose to have Defective Extra Body Parts. Defective extra body parts add a bonus to creation points equal to the cost instead of subtracting it. The defective part acts of its own accord and is role played by the Gamemaster.
HeadCost: 60
Most notably, an extra head allows a character to survive a decapitation. He or she can also look in two directions at once and direct two sets of actions at the same time. The heads cooperate completely and each knows what the other is doing.
A defective head is often contrary and will fight the character for control of body parts when it wants to do something else. Each head makes a Willpower test (They both have the same Willpower score). The head with the highest margin wins control of the contested body parts for one combat round, after which the other head may contest control. The GM controls the character while the other head has control.
HairCost: 2
The character has profuse body hair. The extra hair has little effect except to help the character resist cold. The hair offers the same protection as a wool blanket.
EyeCost: 5
An extra eye is often used to gain wide angle vision (which must be purchased separately). If relocated to the back of the head, all round vision may be purchased.
EarCost: 1
Extra ears have very little effect other than cosmetic.
NoseCost: 1
An extra nose has little effect other than cosmetic.
MouthCost: 3
An extra mouth is usually relocated to give the character an unexpected bite attack.
TeethCost: 1
Extra teeth have no game effect except that you can have more teeth knocked out in a brawl.
BrainCost: 50
An extra brain functions as the extra head above, except that both brains are in a single head (unless they are Relocated Body Parts.) Therefore, the character can not look in separate directions and decapitation is still very effective.
ArmCost: 15
An extra arm gives the character one more grasping appendage capable of everything her normal arms can do. An extra arm includes a hand.
HandCost: 5
The character has an additional hand. Usually this hand is relocated to give the character the ability to grasp things in unusual places
FingerCost: 1
Extra fingers have no game effect.
ThumbCost: 2
An extra thumb on a hand can give a character extra grasping strength. Add 5 to the characters strength when trying to grasp something.
HeartCost: 45
An extra heart makes the character immune to instant death due to piercing the heart. The redundant heart will take over circulatory functions while the other one heals. While operating on one heart, the characters Strength, Agility, and Stamina are all reduced to half.
Characters with an extra heart are also more resistant to circulatory disorders, but this is seldom of importance in the game setting. The character may also add 10% to Stamina tests related to cardiovascular fitness.
LungCost: 20
Extra lungs increase the character's lung capacity, making him able to hold his breath half again longer than normal (150% normal time holding breath). The character may also add 10% to Stamina tests related to breathing.
KidneyCost: 8
An extra kidney makes the character more resistant to toxins in the bloodstream. Add 15% to stamina tests to resist alcohol, drugs, or poisons.
StomachCost: 3
An extra stomach lets the character digest more food at one time.
GenitalsCost: 1
No game effects, but you probably know at least one person that will want this trait.
LegCost: 10
Extra legs increase a character's balance. For each additional leg, add 10 to the character's Strength and Agility whenever the extra legs may give the character additional support. Examples include when someone is trying to knock the character down, or when the character trips on something or is walking on unsteady ground.

HemophiliaBonus: 35Fae Trait: No
Hemophilia means the character has thin blood which will not clot properly. Because the character continues to bleed after cut, each wound causes 1 wound point of damage per combat round until the character is treated by someone with first aid or the physician skill.
Holy MightCost: 10Fae Trait: Yes (the irony!)
Holy Might uses the character's faith in some higher good to inflict extra damage on creatures with fae blood. Whenever a character with holy might attacks a creature, add the target's score in Fae Blood to the base damage of the attack.
When a character first gets Holy Might (even during character creation), he must make a sacrifice. The character's highest skill becomes taboo. The character may never use that skill again or he will permanently lose his Holy Might power and anyone using Holy Might against the character get double the normal benefit. (Add twice the character's Fae score to the base damage.)
This trait was originally developed by the humans of Manhaven, but has become a more common ability recently.
Mana AssimilationCost: 60Fae Trait: Yes
The character chooses an affinity and aspect which he can assimilate. (See the Magic chapter for details on affinities and aspects.) Whenever spells or spell like effects utilizing that aspect of that affinity is used on the character, the normal effect is ignored and the character heals a number of wound points equal to the power level times the Margin of the caster's success test.

Example: Faeanna has Mana Assimilation of Elemental Fire. (Fire affinity, Elemental aspect) An evil mage attacks her with a fireball spell that has a power level of 100 and scores a margin of 14. To the wizards surprise, Faeanna heals 14 wound points.
Mental disordersBonus: variesFae Trait: No
CompulsionBonus: varies
The character suffers from the compulsion to perform some action that his society finds objectionable. Whenever the character is confronted with the opportunity to indulge his compulsion, he must succeed on a Willpower test to resist the temptation. Otherwise, he will do what his compulsion dictates. The bonus for compulsion depends upon how risky performing the action would be to the character if he is caught.
Risk InvolvedBonus
Little (slap on the wrist)2
Moderate (fines or brief jail time)6
Severe (bodily harm)12
Lethal20
Deep sleeperBonus: 5
The character sleeps very soundly and is difficult to awaken. The character must succeed in a Willpower test to get up when awakened.
Light sleeperCost: 5
The character sleeps very lightly, and can be awakened easily. If there is some disturbance, a sleeping character with this trait may make a perception test to awaken in the next round.
MuteBonus: 5
For some reason, the character has no ability to communicate verbally.
NarcolepsyBonus: 30
In times of great stress (determined by the Gamemaster) the character must make a Willpower test or fall unconscious for the duration of the encounter.
NightmaresBonus: 15
The character can not get a good night rest and will not heal as well as normal. When calculating how much the character heals, use the entry one level worse than the previous days activity (see the Damage and Fatigue section). If he did nothing but rest in bed, the character would heal as if he had engaged in moderate activity. If the character engaged in strenuous exertion the previous day, a character with nightmares will not heal at all.
In addition, a character with nightmares will awaken with one ten sided die worth of fatigue (count 0 as 10).
PhobiaBonus: 15
The character has an extreme fear of some thing or situation. Whenever the character is confronted with the object of her fear, she must make a Willpower test or flee in terror. Even if she is strong enough to stay, all tests will be penalized by 10% until she gets away from the source of her fear.
Speech impedimentBonus: 3
In stressful situations, the character has difficulty speaking clearly. He must make a willpower test to speak clearly when the Gamemaster decides the character is in stress.

Missing body partsBonus: varies
HeadBonus: 10Fae Trait: Yes
The character has no head. The bonus is small because all organs and body parts on the head are automatically relocated elsewhere, usually into the chest, but the player may decide where to move everything.
HairBonus: 1Fae Trait: No
The character is completely bald.
EyeBonus: 9Fae Trait: No
The character has lost an eye. The character will have no depth perception. All missile attacks receive twice the penalty for range. A character with no eyes should take the blind trait as well unless he has some other means of sight.
EarBonus: 3Fae Trait: No
The character has lost an ear. When listening to sounds, the character will not know which direction they are coming from.
NoseBonus: 11Fae Trait: No
A character with no nose suffers from No Sense of Smell and must breath through his mouth.
TeethBonus: 1Fae Trait: No
The character has lost all his teeth. He has no bite attack and will have difficulty chewing food.
TongueBonus: 13Fae Trait: No
The character has no tongue. She suffers from No sense of Taste and is mute.
ArmBonus: 10Fae Trait: No
The character has one less arm than the normal member of his race.
HandBonus: 7Fae Trait: No
The character has lost a hand.
FingerBonus: 2 eachFae Trait: No
The character has lost a finger, resulting in a loss of manual dexterity. When using the effected hand, subtract 5 from the character's Agility per missing finger. Note that if all the fingers on a hand are missing, the character can not grasp anything in that hand.
ThumbBonus: 3 eachFae Trait: No
A hand without a thumb can not grasp items.
GenitalsBonus: 3Fae Trait: No
The character is sterile and can not reproduce.
LegBonus: 15Fae Trait: No
The character has lost a leg. Divide all movement rates by 1/2. If the character has no legs, he must crawl at 1/4 his normal walking rate.
FootBonus: 5Fae Trait: No
Missing feet reduce a character's balance whenever he must depend on the lost appendage. Subtract 10 from the character's Agility when his lost foot would be of use.

Mutable TraitsFae Trait: Yes
The fae causing mutable traits still retains some of its chaotic elements allowing the trait to change the character or others.
Contagious FaeBonus: 1 per level
The character's fae is stable within her body, but produces excess fae which invades others. When the character uses natural attacks (bite, claws, etc. anything that draws blood.) to damage or engages in sexual intercourse with another being, there is a slight chance that Fae may spread to the target. Treat the target as if it were exposed to raw fae of an intensity equal to the level of this trait. See the Fae section of the General Hazards chapter for details on the results of exposure to raw fae.
Mimic FaeCost: 2 per level
This fae seeks stability, but will not lock on a specific form. Whenever a character with Mimic Fae touches another creature, the mimic fae will duplicate one of the creatures traits whether the character wants it to or not.
Each level of mimic fae gives the character a capacity of 5 points worth of fae. When the character mimics a trait, the bonus or cost of the trait is subtracted from the capacity. If a trait overloads the current capacity, other traits the character has mimicked will be discarded to make room for the new trait.
When the fae tries to mimic a trait with a higher cost or bonus than the maximum capacity, the fae will mimic it at the maximum level it can afford. A trait without variable levels that costs too much can not be mimicked and will remove any traits the fae has duplicated up to this point. The capacity will be completely empty.
If the target has fae traits, choose randomly from among the fae traits. Discard any duplicate traits the character already has and roll again, whether the character bought the trait normally or has it due to the mimic fae. If the target has no fae traits, choose from the targets normal traits in the same manner. When the character touches a creature with no traits at all, the fae will mimic one of the target's attributes. Choose an attribute randomly and adjust the character's attribute to match the target's attribute while the fae is mimicking that attribute. The capacity required is equal to the difference between character's attribute and the target's attribute. If the difference exceeds the fae capacity, adjust the character's attribute as much as the fae can handle.
After exposure, roll percentile dice. The result is the number of combat turns it will take for the duplicate trait to mature and be usable by the character.

Example: Bork the Ogre has a Size of 113 and a Mimic Fae trait of 4 giving it a capacity of 20. Bork did a good deed for the Human Princess Alyssa who has a Size of 25. When she gives him a kiss, Bork's Mimic Fae mimics her Size. (Many humans have no traits at all.) To make Bork size 25 would take a capacity of 88 (113 - 25 = 88). Since he only has a capacity of 20, Bork shrinks to a Size of 93 and loses any traits he has mimicked before. The GM rolls 43 on percentile dice, so 43 turns later (a little over seven minutes), Bork will suddenly shrink to 279 pounds.
Unstable FaeBonus: 2 per level
The character has some fae that will not remain stable. This fae will assume one trait for a time, then revert to its unstable form for a time. To discover what trait the fae becomes treat the character as if he has been exposed to raw fae of an intensity equal to the level of unstable fae. (See the Fae section of the General Hazards chapter to find out how this is done).
Die Roll Time Unit
1 Combat Turns
2 - 3 Minutes
4 - 6 Hours
7 - 9 Days
10 Weeks

The fae will only remain in this state for a short period of time. The gamemaster should roll two ten sided dice to determine how long the trait lasts. The first die determines the time unit (see the chart at the side) and the second die roll determines how many of that unit. Count a roll of 0 as ten. Do not let the players know how long the trait will last. Let it be a surprise when it suddenly stops.
After the trait wears off, the fae will be dormant for a time. Roll for the length of time the trait is dormant exactly as you did for the period that the character keeps a trait. When this time is up, begin the cycle over with a new random trait.

Other Species TraitsCost: variesFae Trait: Yes
BeakCost: 3
The characters mouth is replaced with a sharp beak. Add 5 to the character's unarmed damage when he is biting.

Body covering
Each of these traits change a creature's skin in some way.
Adaptive coloration:Cost: 8 per level Max:3 levelsFae Trait: Yes
Adaptive coloration means that the character's skin and hair will change colors to blend with the surroundings. When the character is wearing little clothing and carrying few items, each level adds 10 to sight based Stealth rolls. Since the character is so difficult to see, subtract five per level of Adaptive Coloration from attacks targeted at the character.
FurCost: 1 per level
The character has a layer of fur covering his body. Each level provides one point of protection against cold. The character may also use the fur to purchase up to 10 levels of Natural Armor (see below).
Natural ArmorCost: 1 per level
The character has shaggy fur, feathers, scales, an exoskeleton, or just unusually thick skin which provides a natural armor equal to the level of this trait. Fur or feathers may provide a maximum of 10 levels of natural armor. Characters with natural armor are effected by contact poisons which touch the armor as well as bare skin unless the character purchases superior natural armor listed below.
Superior Natural ArmorCost: +10
Superior natural armor is a shell or carapace which provides protection from contact poisons.
Photosynthetic skinCost: 30
The character may feed on sunlight. The character must wear as little clothing as possible, and must go barefoot for this trait to function. As long as the character spends eight hours exposing at least 50% of her skin to sunlight (or the equivalent) and has her bare feet on nutrient rich earth during the same period, she will require no further provisions that day. She will still need the normal daily requirement of water.
Note that most creatures with this trait have a green pigmentation due to the chlorophyll in their skin.
QuillsCost: 3 per level
Quills cause 2 damage per level of this trait to anyone attacking the character with anything shorter than the quill (about 6 inches). Also, add the damage level to Unarmed Combat damage. The Character will have difficulty with clothing and armor not fitting properly.
FangsCost: 3 per level
Each level of the Fangs trait adds 5 to the character's unarmed damage when biting.

GillsCost: 30
Gills allow the character to breath either freshwater or salt water. Double the cost to breath both types of water.

Hands and Feet
Hands and feet traits change the characters hands and/or feet in some way.
Claws Cost: 8 per level
For each level of this trait the character has, add 5 to the character's unarmed damage when using the claws, and add 5 to the character's climb skill.
Retractable ClawsCost: 2
This trait gives the character the ability to withdraw his claws within his body. While retracted, the claws have a concealability of 50.
FlippersCost: 10
The characters hands or feet are replaced by flippers, giving the character 1.5 times his normal swim move rate (or twice his normal swim rate if both hands and feet are replaced). Replacing the hands means that the character may not grip things with his hands. Replacing the feet penalize the character's land movement by one half.
HoovesCost: 8
The character's feet have hooves. The character is considered to have hard soled shoes on when crossing difficult terrain. The character also does more damage when kicking. Add 10 to the character's unarmed combat damage when kicking.
Wall crawlingCost: 2 per level
The character's hands and feet exude a sticky compound. The compound has a strength equal to the level of this trait. Note that if the trait's strength is greater than the character's, he will be stuck to anything he touches.
If the compounds strength can support the character's weight, the character may cling to walls and ceilings without falling as long as the character's hands and feet (and tentacles?) are bare. Depending on the strength of the compound, the character may need a different number of limbs in contact with the surface to cling to it. Divide the character's weight by the maximum lift of the compound to see how many limbs are necessary. If it requires more limbs than the character has, the character may not use this trait to adhere to walls or ceilings.
If the character uses twice as many limbs as necessary, she may move at her normal land move rate. 1.5 times as many up to twice as many halves move rate. One more than necessary up to 1.5 times as many gives then character one quarter her normal land move rate. If the character only has as many limbs as it takes to cling, he may not move and still stick to the surface. Lifting one limb to move it would make the character fall.
An additional effect of this trait is that the character adds the strength of the compound to his own strength when trying to hold or grasp an item. This can make disarms very difficult. Subtract the compounds strength from the character's strength when he is trying to throw something.
Webbed hands and feetCost: 3 per level Max: 3 levels
Each level adds 5 to the characters swim move rate up to a maximum of twice the character's normal swim move rate.

Horns or antlersCost: 3 per level
A creature with this trait has horns or antlers growing from his head. The creature may add 5 per level to unarmed damage if he gores someone with his horns.

Silk SpinnerCost: varies
The silk spinner is an organ in the abdomen (unless it is relocated) which allows the character to produce strands of sticky silk. The player must purchase the following attributes for the silk spinner:
Silk StrengthCost: 1 per level
Each level of strength gives the silk the strength of a character with the same rating. For example, a silk strand with a strength of 10 could hold 40 pounds before breaking.
RangeCost: 1 per level
The range of the silk spinner determines how many yards the character may project the silk or how much silk the character can producein a single combat turn.
To hit a target with the silk requires a special missile weapon skill (Silk Spinner). The silk spinner has a base range of 10 and a maximum range equal to the range level of the silk spinner. The attack does no damage, but the target will be firmly attached to the line if the attack succeeds.

Tail
Tails are common to many creatures. The character may combine tail types as he desires, although some combinations may seem strange. (Imagine what a Spiked prehensile swimming flight tail would look like.) The characters tail will be as long as the longest type she selects. A prehensile slither tail will be twice the character's torso length (6 feet for a normal human size), a flight tail with no additional effects will be one third the characters height (2 feet for normal human size).
Some abilities tails may grant follow:
Balance TailCost: 1 per level
Each level adds 1 to Acrobatics in situations where balance is required. A balancing tail is about half the character's height in length.
Flight TailCost: 1 per level (Max level 5)
The flight tail is shaped like a horizontal fan and is often feathered. Characters may add the level to their aerobatics skill. A prehensile flight tail may not be used this way when it is holding something. The flight tail is about one third as long as the character is tall.
Prehensile TailCost: 10
This tail is about the character's body length and may be used as an extra limb to grip things.
Slither TailCost: 25
The slither tail is used by creatures with no legs to move about. This tail is about twice as long as the character's torso (assuming she has one). Creatures with a slither tail may move at their normal move rate despite having no legs. If the creature has a prehensile slither tail, move rate is cut in half while gripping something.
Spiked TailCost: 1 per level
A spiked tail adds the level to unarmed combat damage when the character attacks with his tail. A spiked tail is about half as long as the character's height.
Swimming TailCost: 1 per level
The swimming tail is usually fin shaped. By using this tail while swimming, the character may add the level of this trait to his swim skill. A prehensile swimming tail does not give any bonuses while it is gripping something. The swimming tail is as long as one third the character's height.

TentaclesCost: varies
A tentacle is a long flexible appendage without any joints. Tentacles may be located wherever on the character's body he wants. The cost of the tentacle depends on its size.
Tentacle sizeCost
finger sized3
Arm or leg sized10
double arm length20
triple arm length30

Wings or Glider MembranesCost: varies
Wings and glider membranes both allow the character to glide on the wind. See the Aerial Combat section in the Combat chapter for more details.
Glider membranesCost: 30
Glider membranes are flaps of skin which extend from under the arm to the leg and allow a character to glide.
WingsCost: 40
Wings are appendages that allow the character to glide, and if large enough, may grant him the ability to fly. The wings may be of any type. Humming bird, raptor, dragonfly, butterfly and bat wings are just a few examples.
FlightCost: 5 per levelRequires Wings
If the character wishes to be able to fly, He must purchase wings and spend an additional amount depending on the movement rate his wings grant. The character may move a number of yards equal to his Agility times the level.
HoverCost 10Requires Wings
The character may hover in space without changing altitude or position. The player should choose a wing type appropriate for this ability like hummingbird or dragonfly.

Photographic memoryCost: 15Fae Trait: No
The character is able to remember any image he has seen.
If this is taken as a conditional trait, the condition must be met when the image is seen to memorize it. Recall is automatic.

PoisonCost: variesFae Trait: Yes
A character with this trait produces a specific kind of poison. For details about how poisons work in Fae Domains, see the Poison section of the General Hazards chapter. The cost depends on the vector, effect, and potency of the poison. The character may purchase multiple effects and potencies for the poison without purchasing the vector again, but all effects are applied each time the poison is used. Each effect must have a specific potency. If a character has a poison with two effects, it must have two potencies even if the potency for each effect is the same.
The character is considered to be immune to her own poison. Other poisons with similar or the same effects still effect the character normally.
Vector
There are two kinds of natural injected poisons. Bite poisons are injected when the character bites someone. Claw poisons coat the character's claws and are transmitted whenever the character damages someone with his claws.
Contact poisons effect creatures if it hits their bare skin. Spit poisons are produced in the mouth and may be projected using a special missile weapon skill (spitting). Spitting has a range of 1 yard and maximum range of 7 yards. Touch poisons effect anything that touches or is touched by the character. This version is usually purchased as a conditional trait so that the character does not accidentally kill everyone he comes in contact with.
VectorCost
Injected (bite)5
Injected (claws)7
Contact (spit)10
Contact (touch)15
Effect
EffectCost
fatigue0
wounds3
physical attribute other than Size5
mental attribute other than Luck6
Size or Luck15
Potency
Each point spent for potency provides the poison with a potency of one.

RegenerationFae Trait: Yes
Regeneration is the ability to heal at incredible rates. If the character is wounded, she will recover one wound point every time the time period for this trait passes. Regeneration even allows a character to grow back severed appendages.
One WP per HourCost: 10
One WP per MinuteCost: 50
One WP per Combat TurnCost: 400
Relocated body partsCost: 5Fae Trait: Yes
This trait allows a player to move one of the character's body parts to another place on the body. Once relocated, the body part stays where it is. The character may not move it around whenever he chooses.
For example, the character's left eye may be relocated to the palm of his hand.
This trait is especially useful when used with Multiple Body Parts.
ResistanceCost: 30Fae Trait: Yes
The character is resistant to a particular aspect of one Fae affinity. Whenever a spell or spell like effect applying the aspect and affinity the character is resistant to is used on the character, it has half the normal effect.
Single spell effectCost: spell drain / 10Fae Trait: Yes
The character is able to cast one spell effect without the appropriate affinities or sorcery skill. Design the maximum levels the spell effect may cause, and write it down. Whenever the character uses this trait, he uses the drain for the maximum effect, even if he decides to use a shorter range, smaller area of effect, or less power.
To use this trait, follow the normal spell casting procedure, but use the character's willpower for the success test, even if the character knows the Sorcery skill. This is an innate ability and doesn't follow the normal patterns of sorcery.
SterileBonus: 2Fae Trait: No
The character can not procreate.
WeaknessBonus: 30Fae Trait: Yes
A character with weakness is very susceptible to a particular type of Fae. Choose an affinity and aspect of the affinity which the character is weak against. Whenever a spell or spell like effect employing that affinity and aspect is used on the character, it has twice the normal effect.