Virtues cost XP. Some virtues have pre­req­ui­sites. You can have up to 12 virtues and issues com­bined.


A Deal with Death
-100 XP;Ses­sions Sur­vived = 9

Sur­vive 13 stress exact­ly once. When you do, this trait dis­ap­pears.

A Flesh Unyielding
-100 XP;For­ti­tude 8

No wound can kill you instant­ly. You still die at 13 stress.

A hold on life
-40 XP;Immu­ni­ty 4

While stanch­ing your own severe bleed, it does­n’t bleed.

A second wind
-60 XP;Immu­ni­ty 6

Once per ses­sion when you start your turn in per­il, gain and spend 2 stitch­es.

A Will to Live
-60 XP;ses­sions sur­vived = 6

You have one Wound stress soak box.

Ambidextrous
-40 XP;starter or Agili­ty 4

No penal­ty for actions per­formed with your non-dom­i­nant hand.

Articulate
-40 XP;Lan­guage [top­ic] 6

Get +1 to reac­tion rolls when speak­ing this lan­guage. Some char­ac­ters may be unim­pressed by this.

Avethan
-10 XP; Human + Starter or Be taught the Lord’s truth

See faith.

Acquired grip
-15 XP;Lost hand/arm

Your penal­ty to actions made with a hand or arm pros­thet­ic is reduced by 1.

Acquired stride
-15 XP;Lost hand/arm

Your move­ment speed while using a crutch or pros­thet­ic leg is increased by 1. 

Attuned Grip
-15 XP;Lost hand/arm & Acquired Grip

Your penal­ty to actions made with a hand or arm pros­thet­ic is fur­ther reduced by 1.

Attuned Stride
-15 XP;Lost hand/arm & Acquired Stride

Your move­ment speed while using a crutch or pros­thet­ic leg is fur­ther increased by 1. 

Autophagous
-20 XP;3 Hun­gry stress

You require 1 meal per day rather than 2.

Better Late
-30 XP; Sub­tle­ty 4

When sur­prised, get 1 attack if you suc­ceed a Sub­tle­ty roll to quick­draw your tar­get.

Big boned
-60 XP;Starter, human or rag­man, For­ti­tude 4

Your bones are triply dense. You are immune to Break stress from sever­i­ty 3 wounds. You have 1 nat­ur­al speed penal­ty.

Blood Inviolate
-60 XP;Immu­ni­ty 6

Nor­mal wounds don’t become infect­ed. Dirty wounds do, but don’t require anti­sep­tic when bound.

Center Mass
-40 XP;Ses­sions Sur­vived = 6, Ranged: [weapon] 6

Add -2 to your Ranged attack hit loca­tion rolls.

Close-in
-20 XP;Shoot: Pis­tol 4

You can coun­ter­at­tack with pis­tols in reac­tion to melee attacks.

Combat Supremacy [X]
-120 XP;Lev­el 9+ in X Com­bat skill

Foes with lev­el 9+ in X com­bat skill suf­fer -4 when rolling to attack you with it. This does­n’t work if you don’t respond to the attack or if you’re sur­prised. If you both have this virtue, attacks rolled vs each oth­er suf­fer -4.

Cold Hardy
-40 XP;Awnish ances­try or Immu­ni­ty 4

You have one Chilly stress soak box.

Custom Fit
-30 XP; Stowage 3 and Top­ic: Armor­smithy 3

Ignore 1 speed penal­ty from lay­ered armor.

Cutman
-40 XP;Med­i­cine 4

When appling a med­i­c­i­nal in per­il, roll Med­i­cine as if bind­ing wounds to remove a fresh Bleed stress. Describe how the med­i­c­i­nal plau­si­bly stops the bleed.

Death’s-Doorman
-80 XP;Suf­fer 10 stress

At 3+ malus, get an edge on all melee attacks.

Deathblowproof
-80 XP;Sort starter or For­ti­tude 6

A sin­gle dismembering/instant death wound becomes a severe wound instead. This trait dis­ap­pears.

Defilade
-40 XP;Sort starter or Entrench­ing 6 or Shields 6

Par­tial cov­er counts as full cov­er if you dodge suc­cess­ful­ly.

Detached
-20 XP;Not Attached

You nev­er suf­fer dis­tress from los­ing com­pan­ions.

Dodgy
-60 XP;Agili­ty 6

+1 addi­tion­al dam­age dodged (total = 1d6+1.)

Dogged
-20 XP;Starter or hounds­man­ship 4

One or more hounds always make a bed com­fort­ing (+1 com­fort) no mat­ter how rough it may be.

Distress Eater
-40 XP;Not Stress Eater + 4 Dis­tress

Every point of Dis­tress gained counts as a meal eat­en.

Einhander
-80 XP;Might 8

You can wield 2-hand­ed weapons in one hand.

Elastic
-10 XP; Starter, Sort: Child or Pup

+1 stitch when­ev­er you sleep.

Extraphonia
-30 XP;Starter

You can hear beyond the usu­al upper range for your species, but can’t hear low fre­quen­cy sounds. You are immune to the fear-induc­ing effect of sirens.

Firmly Armed
-40 XP;Might 4

You can’t be dis­armed unless your arm is weak­ened.

Fitment
-10*# XP;

Ignore 1/2 the bur­den (#) imposed by a par­tic­u­lar item. This virtue costs 10 XP per bur­den ignored. You can trans­fer the virtue to anoth­er item of the same weight for 10 XP.

Fortunate
-40 XP;Starter or Ses­sion 6, not Unfor­tu­nate

Once per ses­sion, reroll 1 d12 roll.

Forager
-20 XP;Starter or Per­cep­tion 6

When you suc­cess­ful­ly scrounge for wild food­stuffs, you find +2 more units than usu­al.

Fumigated
-10 XP; Suf­fer smoke inhala­tion or Doxxy

You have one Smog soak box.

Gasper
-15 XP;Starter or be sud­den­ly sub­merged

You inhale sharply when sur­prised. You always catch your breath before being sub­merged or when sur­prised by ene­mies. Addi­tion­al­ly, any rolls you make to resist the effects of a sud­den­ly inhaled tox­in or atmos­pher­ic dan­ger are made at +2. 

Grappler
-30 XP;Melee: Hand-to-Hand 4

When you select a Melee: Hand-to-hand effect, you still deal dam­age.

Good Back
-40 XP;Not Mouse, Might & For­ti­tude 4

Your bur­den allowance is Might + 4.

Good Liver
-40 XP;Starter or Immu­ni­ty 6

You have 1 Poi­son soak box.

Gritted
-40 XP;Ses­sions Sur­vived = 6

You have 1 Pain soak box. You can endure con­scious surgery with­out apply­ing a -2 penal­ty to the surgeon’s roll.

Hedgehog
-30 XP; Blade­smithy 3

Blad­ed weapons don’t count against your strapped item lim­it.

intercessor
-20 XP;Melee: Guard & Bash 4

While in cohe­sion, you can block attacks meant for adja­cent allies. Move 1 m to inter­pose your­self between the ally and foe.

Iron chin
-30 XP;For­ti­tude 4

Once per per­il, when wound­ed, trans­mute an incom­ing stun stress or stag­ger into a weary stress.

Iron Dome
-40 XP;Keen Hear­ing + Melee: [any top­ic] 4

You may block attacks orig­i­nat­ing in your back arc.

Keen Hearing
-20 XP;Starter or Per­cep­tion 6

When focus­ing on aur­al clues, roll with a bonus of 2. Addi­tion­al­ly, you gain a com­men­su­rate bonus to sur­prise against noisy things.

Keen Nose
-20;Starter or Mouse

You per­ceive odif­er­ous things and crea­tures at a bonus of 2, includ­ing a bonus to sur­prise against smelly things.

Level-headed
-20 XP;Starter or Ses­sions Sur­vived = 6

Reroll your first ter­ror roll once per ses­sion.

Levering
-30 XP;Ranged: Lon­garm 3 & Gun­smithy 4

Shoot lev­erettes every action. Sub­se­quent shots can­not be aimed shots (includ­ing across turns.)

Light Sleeper
-20 XP;Not Heavy Sleep­er + Starter or Per­cep­tion 4

Per­cep­tion penal­ty while sleep­ing reduced from -4 to -2.

Lucre-sense
-20 XP; Mouse, starter or smell ancient gold for the first time

You can smell Rabese­duc­tor aurum on ancient gold. You can sniff it out at dis­tance.

Lungfish
-40 XP;Starter or 2-in-6 chance to qual­i­fy if you’ve nev­er swam

Hold your breath for dou­ble the usu­al time.

Maintain Appearances
-20 XP;Sort starter or Bar­ber­ing 3 & Med­i­cine 3

When using Med­i­cine to treat a char­ac­ter, you pre­vent or remove blood­i­ness that might effect reac­tion rolls.

Macrovibrissae
-30 XP;Mouse, starter or con­sume expen­sive hair ton­ic

You have dis­pro­por­tion­ate­ly elon­gat­ed whiskers; thought to beto­ken per­spi­cac­i­ty and wit among mice. You get an edge when dodg­ing melee attacks you can see. Your whisk­ing reach increas­es by 1 meter.

Nester
-20 XP; Mouse

Soft, small spaces are con­sid­ered supe­ri­or accom­mo­da­tions (+1 com­fort.)

Oriented
-40 XP;Per­cep­tion 4

You always know car­di­nal north and the gen­er­al time of day, even under­ground.

Particularly Sensical
-60 XP;Intel­lect 6

Ask the Book­keep­er for advice twice per ses­sion rather than once.

Perpetual Stew
-30 XP;Cook­ing 3

If you inte­grate at least 1 old por­tion of stew to a new stew, the new stew heals +1 stitch.

Pickled Knowledge
-40 XP; Tip­pler

Gain top­i­cal skill lev­els at a dis­count = your Poi­son stress. While you have 0 Poi­soned stress, suf­fer -2 penal­ty to Lore rolls.

Point accuracy
-50 XP;Melee: Lunge & Jab 4

When you hit with Lunge & Jab, you may alter the hit loca­tion d20 roll by plus or minus 1.

Pounce
-20 XP; Sub­tle­ty 4

When you sur­prise a tar­get with a quick­draw, your next attack against them is made with an extra edge.

Powerful
-60 XP;Might 6

+1 dam­age to melee and bow attacks.

Prehensile
-20 XP; Mouse, Starter or 6 Scur­ry

Your tail can grip like a non-dex­ter­ous hand.

Predilection
-15 XP;Firl­ish

For you, meals are always com­fort­ing (+1 com­fort) if they include a cup of tea.

Proclivities
-15 XP;Rag­man

For you, meals are always com­fort­ing (+1 com­fort) if they are pri­mar­i­ly com­posed of fresh fish and/or eggs.

Protective
-40 XP;Any

If a tar­get wounds one of your com­pan­ions, you get an edge against it last­ing for one turn.

Rageful
-30 XP,Starter or get 17+ on the ter­ror chart

+4 when you roll on the ter­ror chart.

Restful
-15 XP;Starter or 2 Drowsy stress

Rough sleep­ing accom­mo­da­tions don’t penal­ize your sleep.

Rugged
-40 XP;Starter or Bar­ber­ing 4

Char­ac­ters will always for­give you one or more appear­ance foibles (dirty, bloody, mis­dressed, etc.)

Sabbatical
-10 XP;Avethan

On the Sab­bath (Sorens­day,) get +2 stitch­es when you sleep so long as you relaxed.

Sensical
-40 XP;Intel­lect 4

Once per ses­sion, you may ask the Book­keep­er for advice based on what you know. The advice will be cor­rect.

Size-up
-60 XP;Per­cep­tion 6

You may choose to “size up” any tar­get once: Ask the Book­keep­er to com­pare 1 of the target’s skills to your own. They will respond with either ”greater than,” or “less than.” If they lack the skill, or if their skill equals yours, the response will be “less than.”

Stabilized Reload
-40 XP;Shoot: [top­ic] 4

Take one reload action for free as part of any move action.

Standing Dead
-40 XP;For­ti­tude 4

When knocked out, you don’t fall prone until hit again.

Strangely Attractive
-30 XP;Starter, not child

Per­ma­nent +1 to Reac­tion rolls.

Tranquil
-20 XP;Starter or nev­er roll low­er than 1 on a sleep roll

When­ev­er you roll for sleep, do so at +1.

Tasteless
-10 XP;Starter or Dam­aged tongue

You may eat foul food, includ­ing food ruined by a failed Cook­ing roll, as if it were nor­mal. 

The shape mistakable
-40 XP;Sub­tle­ty 4

Ene­mies don’t see you in their periph­er­al vision.

The sting unforeseen
-60 XP;Sub­tle­ty 6

Extra +1 dam­age to unaware tar­gets.

Tireless
-20 XP;Starter or Per­cep­tion 4

You have 1 Drowsy soak box.

Torpor
-30 XP;Mouse, Starter or fre­quent­ly con­sume x2 food

If you become redun­dant­ly fed thrice in a ses­sion, you enter a brief hiber­na­tion last­ing 24 hours when you next sleep. Get +4 stitch­es from that sleep.

Quick Palms
-40 XP;Melee: Hand-to-Hand 4

Your hands pos­sess  a block stat of 1d4+1. 

Warmed Up
-30 XP;For­ti­tude 4 or North­ern­er

Gain 1 warmth per Weary stress, up to 3.

Weapon mastery
-40 XP;Melee: [X] 6

+1 dam­age when attack­ing with [X] melee skill.

weariless
-30 XP;Starter or Immu­ni­ty and For­ti­tude 4

You have 1 Weary soak box.

Well-fleshed
-40 XP;Starter or bulked up 

Gain 2|1 nat­ur­al armor on tor­so, shoul­ders, upper arms, abdomen, pelvis, and thighs. Gain 1 per­ma­nent speed penal­ty.

Well practiced
-60 XP;Intel­lect 6

After lev­elup, retain prac­tice in 1 skill of your choice.

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Faith

Humans have the capac­i­ty to hold Faith in Aveth.

Avethan
-10 XP; Human, starter or be taught the Lord’s truth

Aveth gives you resolve and guards your dreams against evil. You hold 1 Faith point. Spend it to get +1 on any d12 roll you make. 

Night­ly, you have a 1-in-4 chance of receiv­ing +1 to your sleep roll. When you expe­ri­ence this, you gain an extra Faith point. To main­tain these ben­e­fits, you must pray night­ly and observe Aveth’s dic­tates.

Ordained of Aveth
-60 XP; Human, Avethan, sort starter or be ordained

The Lord of Human­i­ty has giv­en you the resolve to guide her kin. You hold a sec­ond Faith point. You may gift it to add +1 to any d12 roll made by anoth­er human, but not your­self. Alter­na­tive­ly, you may spend any of your Faith points to aid anoth­er, but not more than one at a time. To main­tain these ben­e­fits, take care to pray night­ly and observe Aveth’s dic­tates. Your faith may be test­ed.

WORSHIP

An Avethan char­ac­ter who devotes 1 hour to wor­ship at an Avethan mass or alter gains +1 Faith Point. It dis­ap­pears at day’s end if not spent.

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