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FS Character Traits

Started by Bynw, April 12, 2024, 10:25:13 PM

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Bynw

I'm putting the character traits in their own thread. As these are a large aspect of the game rules.

Character Traits will be divided among several types of Traits.

The list has changed since GotP so please make sure the Trait appears in this thread before choosing it.
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Bynw

#1
General Traits

       
Acrobat    Dark-fighter    Marksman    Strong   
Alchemist    Defender    Nimble Fingers    Survivalist   
Ambush Specialist    Diehard    Opportunist    Tactical   
Anger Issues    Physicking    Perceptive    Team Player   
Animal Empathy    Drunken Master    Precise Attacker    Tough   
Armor Master    Dungeoneer    Prepared    Tracker   
Armor Proficiency    Educated    OPEN    Trader   
Backstabber    Eidetic Memory    Quick Shot    Trapmaster   
Brawler    Escape Artist    Resolute    Vigilant   
Butcher    Fleet of Foot    Resourceful Fighter    Wealthy   
Charismatic    Fly Swatter    Sharpshooter    Well Trained   
Close Combat    Hatred    Shield Bearer    Open   
Connected    Inspiring    Sneaky    Open   

This list of Traits is not complete. This is a good number of well rounded Traits that are available to all characters. Players are encouraged to create new Traits for their use. All new Traits must be approved by the Game Master.

Due to copyright restrictions we can not post the details about these Traits. Please refer to the Tiny Dungeons Book or contact me privately.
President pro tempore of The Worlds of Katherine Kurtz Fan Club
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Bynw

Deryni Traits

  • Power
    • Healer
      • Blocker
    • Telekinesis
    • Spell-Trained*
      • Shapechange
      • Sword Spell
      • Ritual Magic
        • Awaken
        • Deryni Master


These are the know Deryni Power Traits. Each Trait has a detailed summary below. There are possibly additional Deryni Power Traits that await rediscovery.

Power: Power is neither good or evil. It is how you use it.
You have enough Deryni blood to manifest powers, or you are an Awakened Human. You are able to manifest an array of abilities that can cause fear in those without Power. All of your Power abilities are at Disadvantage. Touch or line-of-sight is often necessary to be successful.

Healer: I have taken an oath to harm no one.
The Power Trait is required to possess this Trait.
You are able to heal wounds and other ailments with a touch. A Standard Test is required to heal wounds. If successful, roll 1d6+1 for the amount of Hit Points that are restored. To heal other ailments, such as disease or curing poison. The Test is at Disadvantage.

Blocker: I can make the voices in your head go away.
The Healer Trait is required to possess this Trait.
You are able to block the use of Deryni Powers in any Deryni or Awakened Human. Effectively making them into a standard Human without Power. Use of this Trait requires a successful Test and physical contact with the subject. There is no Save Test against this Trait. The effect is permanent, but it can be reversed by another application of the Blocker Trait.

Telekinesis: If we concentrate, we can move it.
The Power Trait is required to possess this Trait.
You can manipulate small objects with just a thought. You must be able to see the object. Test at Disadvantage.

Spell-Trained: A fully Trained Deryni is a dangerous thing.
You have been formally trained in the Powers of the Deryni. This opens up additional manifestations of Deryni Power. All your Deryni Power Tests are now at the Standard 2d6.
A non-awakened Human can take this Trait without Power, they can make a Standard Test to identify specific Deryni manifestations in use.

Shapechange: You shapechanged?!
The Spell-Trained Trait is required to possess this Trait.
With a Standard Test you can change your own appearance to that of someone that you can see. This can also be used on someone else if you can physically touch them. To change your appearance without a model, the Test is at Disadvantage. The subject's voice can also be modified as can gender. The effect will hold even while sleeping. However, it is not permanent and must be renewed from time to time.

Sword Spell: It's a little grey on the edges.
The Spell-Trained Trait is required to possess this Trait.
This is a last resort effort in protecting others or in making a devastating attack. Use of this Trait is always Exhausting. The Deryni channels all of their power, usually along a blade for better accuracy. An Easy Standard Test is made. If the Test fails, the Deryni is Exhausted and looses 3 Hit Points. If the Test is successful, there is a blast of pure energy along the sword that hits the target. The Deryni is Exhausted and loses 1 Hit Point for every Power Trait they have plus 1d6 Hit Points. The sword is twisted and half melted from the outpour of energy as a result. And the target also suffers a tremendous amount of damage, if they are human sized they are charred beyond recognition. Structures will likewise be damaged. The extent is determined by the Game Master. This is usually used as a last act of a dying character to save others.

Ritual Magic: What wonders we can do.
The Spell-Trained Trait is required to possess this Trait.
You have been trained in the use of Rituals to further expand your Deryni Powers to the fullest. Some Rituals require multiple participants and others only require the solitary Deryni. Rituals succeed on an Easy Standard Test.

Awaken: A special gift for those we favor.
The Ritual Magic Trait is required to possess this Trait.
This is a special Trait and Deryni Ritual. With the proper assumption Ritual a Human can be granted permanent Deryni-like Powers. On a successful Test the newly Awakened Human automatically gains the Power Trait. Additional Traits can be given during the Awakening Ritual as long as at least one participant possess it. A Test at Disadvantage is must be made for any additional Power Traits. An Awakened Human is then treated like any other Deryni and can learn additional Traits on their own.

Deryni Master: The power that I command is more than you can imagine.
The Ritual Magic Trait is required to possess this Trait.
To be a Deryni Master takes years of training and practice. All of your Power Tests are now made with Advantage. The Game Master is the judge on what you can or cannot achieve with this power.
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Jerusha

Do bonus traits for humans come from the character traits?  (Non-Deryni)
From ghoulies and ghosties and long-leggity beasties and things that go bump in the night...good Lord deliver us!

 -- Old English Litany

Bynw

Quote from: Jerusha on April 22, 2024, 06:32:14 PMDo bonus traits for humans come from the character traits?  (Non-Deryni)

Yes, Humans can use or have any of the General Traits. A Deryni character can have any of the General or Deryni Traits.

There is one exception, a Human can take the Deryni Trait of Spell-Trained. This gives a Human an understanding of Deryni powers, the ability to recognize there use, and knows what kind of limitations exist for the Deryni.

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Bynw


Second Sight: You have a knack for certain things. This is a Human Only Trait. It allows a Human to do some Deryni-like abilities. You can tell if someone is lying. You can sense things that others cannot. In many ways it is a lesser form of the Power Trait. However, a Human with this Trait is not affected by Merasha.

This Trait is due to trace Deryni blood in one's ancestry. If the Human who has Second Sight is ever Awakened and given Power, they lose this Trait as it is replaced with the Power Trait.


Please note that this is a work in progress and is subject to change and revision.
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Jerusha

Bynw, on a FS list of traits you include Physicking, a human trait that allows a human to heal (though not in the Deryni sense).  However, on the list above and in Tiny Dungeons it is not listed.  I'd like to use this for my character.  Do you have a more complete definition for this?

From ghoulies and ghosties and long-leggity beasties and things that go bump in the night...good Lord deliver us!

 -- Old English Litany

Bynw

Quote from: Jerusha on May 07, 2024, 02:40:03 PMBynw, on a FS list of traits you include Physicking, a human trait that allows a human to heal (though not in the Deryni sense).  However, on the list above and in Tiny Dungeons it is not listed.  I'd like to use this for my character.  Do you have a more complete definition for this?



Use the Healer trait description in Tiny Dungeons for it.
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Bynw



Resistance: Your powers don't work on me boy!
You can resist against the Powers of Deryni influence and protect your thoughts against intrusion. Anytime a Deryni targets you with their powers you get a Save Test at Disadvantage. If you succeed the power does not work on you. Only a Human can have this Trait.
President pro tempore of The Worlds of Katherine Kurtz Fan Club
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Bynw

Just a quick note. Please be sure to use the list of Traits in this posting. If you have a Trait list from Ghosts of the Past do not use that one as some of those Traits have been dropped and folded into other Traits.

Also you can create a new Trait, that is an option if none of the listed Traits meet your character's concept. Please PM me about it and we can work it out.
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Bynw


Fortunate: Luck favors the bold!
Once per session you can treat a normal success as a critical success.
President pro tempore of The Worlds of Katherine Kurtz Fan Club
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Laurna

Quote from: Bynw on May 13, 2024, 08:03:54 AMJust a quick note. Please be sure to use the list of Traits in this posting. If you have a Trait list from Ghosts of the Past do not use that one as some of those Traits have been dropped and folded into other Traits.

Also you can create a new Trait, that is an option if none of the listed Traits meet your character's concept. Please PM me about it and we can work it out.

Good to know, Bynw.  I still have the original GOTP Trait list.  I will make an effort to trim up and out the traits that are not on your list above.
May your horses have wings and fly!

Laurna

#12
The new traits on your list from my old GOTP list are:
(Please send a private Message to Bynw for details if you would like one of these traits)
Animal Empathy
Armor Proficiency
Close Combat
Dark Fighter
Wealthy

The traits no longer on your lists are: (Please change your trait if you had chosen one of these)
Additional Weapon Mastery
Additional Weapon Proficiency
Blind-Fighter
Born of Stone
Ecologist
Fortunate
Predator's Sense
Protective
Vocal mimicry

Thank You Bynw.  My list is updated.
May your horses have wings and fly!

Bynw

Animal Empathy is just a renamed Beastspeaker. But is not needed for the Deryni as any Deryni power can be used on an Amimal.
Dark Fighter is just a renamed Blind-Fighter.

Additional Weapon Mastery is OK to keep.
Additional Weapon Proficiency is OK to keep.

Ecologist is similar to Dungeoneer or Survivalist.

Fortunate and Protective have similar Traits already listed.

Born of Stone, Predator's Sense, and Vocal Mimicry are out.
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Jerusha

So I am a bit confused. Can my character keep the trait of Protective, or do I need to find another or similar trait?  Protective kind of suits her.

From ghoulies and ghosties and long-leggity beasties and things that go bump in the night...good Lord deliver us!

 -- Old English Litany