Virtues
Virtues cost XP. Some virtues have prerequisites. You can have up to 12 virtues and issues combined.
A Deal with Death
Survive 13 stress exactly once. When you do, this trait disappears.
A Flesh Unyielding
No wound can kill you instantly. You still die at 13 stress.
A hold on life
While stanching your own severe bleed, it doesn’t bleed.
A second wind
Once per session when you start your turn in peril, gain and spend 2 stitches.
A Will to Live
You have one Wound stress soak box.
Ambidextrous
No penalty for actions performed with your non-dominant hand.
Articulate
Get +1 to reaction rolls when speaking this language. Some characters may be unimpressed by this.
Avethan
See faith.
Acquired grip
Your penalty to actions made with a hand or arm prosthetic is reduced by 1.
Acquired stride
Your movement speed while using a crutch or prosthetic leg is increased by 1.
Attuned Grip
Your penalty to actions made with a hand or arm prosthetic is further reduced by 1.
Attuned Stride
Your movement speed while using a crutch or prosthetic leg is further increased by 1.
Autophagous
You require 1 meal per day rather than 2.
Better Late
When surprised, get 1 attack if you succeed a Subtlety roll to quickdraw your target.
Big boned
Your bones are triply dense. You are immune to Break stress from severity 3 wounds. You have 1 natural speed penalty.
Blood Inviolate
Normal wounds don’t become infected. Dirty wounds do, but don’t require antiseptic when bound.
Center Mass
Add -2 to your Ranged attack hit location rolls.
Close-in
You can counterattack with pistols in reaction to melee attacks.
Combat Supremacy [X]
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
You have one Chilly stress soak box.
Custom Fit
Ignore 1 speed penalty from layered armor.
Cutman
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
At 3+ malus, get an edge on all melee attacks.
Deathblowproof
A single dismembering/instant death wound becomes a severe wound instead. This trait disappears.
Defilade
Partial cover counts as full cover if you dodge successfully.
Detached
You never suffer distress from losing companions.
Dodgy
+1 additional damage dodged (total = 1d6+1.)
Dogged
One or more hounds always make a bed comforting (+1 comfort) no matter how rough it may be.
Distress Eater
Every point of Distress gained counts as a meal eaten.
Einhander
You can wield 2-handed weapons in one hand.
Elastic
+1 stitch whenever you sleep.
Extraphonia
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
You can’t be disarmed unless your arm is weakened.
Fitment
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
Once per session, reroll 1 d12 roll.
Forager
When you successfully scrounge for wild foodstuffs, you find +2 more units than usual.
Fumigated
You have one Smog soak box.
Gasper
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
When you select a Melee: Hand-to-hand effect, you still deal damage.
Good Back
Your burden allowance is Might + 4.
Good Liver
You have 1 Poison soak box.
Gritted
You have 1 Pain soak box. You can endure conscious surgery without applying a -2 penalty to the surgeon’s roll.
Hedgehog
Bladed weapons don’t count against your strapped item limit.
intercessor
While in cohesion, you can block attacks meant for adjacent allies. Move 1 m to interpose yourself between the ally and foe.
Iron chin
Once per peril, when wounded, transmute an incoming stun stress or stagger into a weary stress.
Iron Dome
You may block attacks originating in your back arc.
Keen Hearing
When focusing on aural clues, roll with a bonus of 2. Additionally, you gain a commensurate bonus to surprise against noisy things.
Keen Nose
You perceive odiferous things and creatures at a bonus of 2, including a bonus to surprise against smelly things.
Level-headed
Reroll your first terror roll once per session.
Levering
Shoot leverettes every action. Subsequent shots cannot be aimed shots (including across turns.)
Light Sleeper
Perception penalty while sleeping reduced from -4 to -2.
Lucre-sense
You can smell Rabeseductor aurum on ancient gold. You can sniff it out at distance.
Lungfish
Hold your breath for double the usual time.
Maintain Appearances
When using Medicine to treat a character, you prevent or remove bloodiness that might effect reaction rolls.
Macrovibrissae
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
Soft, small spaces are considered superior accommodations (+1 comfort.)
Oriented
You always know cardinal north and the general time of day, even underground.
Particularly Sensical
Ask the Bookkeeper for advice twice per session rather than once.
Perpetual Stew
If you integrate at least 1 old portion of stew to a new stew, the new stew heals +1 stitch.
Pickled Knowledge
Gain topical skill levels at a discount = your Poison stress. While you have 0 Poisoned stress, suffer -2 penalty to Lore rolls.
Point accuracy
When you hit with Lunge & Jab, you may alter the hit location d20 roll by plus or minus 1.
Pounce
When you surprise a target with a quickdraw, your next attack against them is made with an extra edge.
Powerful
+1 damage to melee and bow attacks.
Prehensile
Your tail can grip like a non-dexterous hand.
Predilection
For you, meals are always comforting (+1 comfort) if they include a cup of tea.
Proclivities
For you, meals are always comforting (+1 comfort) if they are primarily composed of fresh fish and/or eggs.
Protective
If a target wounds one of your companions, you get an edge against it lasting for one turn.
Rageful
+4 when you roll on the terror chart.
Restful
Rough sleeping accommodations don’t penalize your sleep.
Rugged
Characters will always forgive you one or more appearance foibles (dirty, bloody, misdressed, etc.)
Sabbatical
On the Sabbath (Sorensday,) get +2 stitches when you sleep so long as you relaxed.
Sensical
Once per session, you may ask the Bookkeeper for advice based on what you know. The advice will be correct.
Size-up
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
Take one reload action for free as part of any move action.
Standing Dead
When knocked out, you don’t fall prone until hit again.
Strangely Attractive
Permanent +1 to Reaction rolls.
Tranquil
Whenever you roll for sleep, do so at +1.
Tasteless
You may eat foul food, including food ruined by a failed Cooking roll, as if it were normal.
The shape mistakable
Enemies don’t see you in their peripheral vision.
The sting unforeseen
Extra +1 damage to unaware targets.
Tireless
You have 1 Drowsy soak box.
Torpor
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
Your hands possess a block stat of 1d4+1.
Warmed Up
Gain 1 warmth per Weary stress, up to 3.
Weapon mastery
+1 damage when attacking with [X] melee skill.
weariless
You have 1 Weary soak box.
Well-fleshed
Gain 2|1 natural armor on torso, shoulders, upper arms, abdomen, pelvis, and thighs. Gain 1 permanent speed penalty.
Well practiced
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;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;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.