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> A Big List Of Trait Invoking Ideas, Please share your own ideas as well.
Poosticks7
Posted: Feb 21 2013, 01:27 PM
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Back with a new project folks.

I wanted to compile a list of interesting Trait invoking ideas that people have used or witnessed in their games. I'm hoping that it will serve as inspiration for folk here on how to get the most out of their traits. There are also a few ideas for interesting scenarios for adventures buried within the list.

I'm going to start the list off with a mix of ones from the book, some simple straightforward uses and a few quirky ones I thought of. Hopefully others will come along and add their own ideas as well and I'll update the list.

Some are harder to invoke than others (I'm looking at you fire-making and gardening).

Specialities

Beast-lore

Explore: to know when an inviting cave might actually be home to a bear.

Hunting: to recognise the tracks of a wild boar that killed a villager.

Search: to spot the tell tale signs of a marsh serpents hunting ground.

Awareness: to be attentive to the lack of noise from nearby forest creatures. Something is afoot.

Boating

Athletics: to guide a boat through a tricky current.

Courtesy: to know the correct way to hail a river boat to ask for news from downstream.

Craft: to create a river-worthy raft in a pinch to get the heroes across.

Lore: to recognise a specific type of boat and which culture it might belong to.

Burglary

Stealth: to pick the pocket of a sleeping troll.

Craft: to open a cunningly crafted lock without the key.

Athletics: to climb up to a hard to reach window to gain entry.

Stealth: to hide a small object somewhere discrete without being noticed.

Cooking

Persuade: to use your culinary skills to help win you new friends.

Awareness: to recognise the strange taste of the stew and recognise that it’s poisoned.

Travel: to prepare a hearty meal with ingredients you squirreled away to help raise people’s spirits on a long journey.

Courtesy: to praise the delights of your host’s table and win favour with your appreciation.

Elven-lore

Lore: to recall an old tale dating from the First Age that has some bearing on events today.

Song: to sing of the times long gone and invoke the feeling of bittersweet sorrow in your audience.

Persuade: to be able to point out the folly of a course of action by comparing it to the foolishness of an elven lord from days gone by.

Enemy-lore

Search: to spot a trap set by your enemy.

Battle: to know the preferred tactics of your enemy.

Inspire: to arouse your fellow defenders to fight as fiercely as you against your deadly enemy.

Lore: to know a tale that links to a current danger from your enemy.

Fire-making

Awareness: to spot the tell tale wisps of smoke from a carefully concealed camp fire whist surveying the wilds around you.

Craft: to get a fire going in a damp forest with only sodden turf and a few sticks.

Battle: to know the correct way to make siege equipment fire resistant.

Fishing

Hunting: to catch a plentiful supply of tasty fish.

Riddle: to tell a crafty riddle about an obscure fish.

Inspire: to rally a community suffering from a food shortage during a harsh winter to not give up hope, and show them how to consistently catch fish from a nearby source.

Folk-lore

Courtesy: to remember the correct way to address a gathering of elders in a distant settlement you have heard tales of.

Song: to tell a story about a fabled warrior who is dear to the hearts of your audience.

Lore: to know an obscure fact about an area you’ve heard tales of.

Awe: to know how to tap into a village’s fears to get your way.

Gardener

Hunting: to gather a bunch of wild berries which are very nourishing to supplement your travel rations.

Courtesy: to win the friendship of another who has green fingers.

Persuade: to influence others to agree with you with the clever use of gardening analogies to back up your points.

Herb-lore

Healing: to use your knowledge to prepare a healing salve.

Lore: to remember an old tale that tells of the soothing qualities of a particular herb.

Courtesy: to prepare a comforting drink to guests, that puts them at ease.

Search: to find a rare herb out of season.


Leechcraft

Healing: to use your knowledge to heal a gravely wounded warrior.

Insight: to spot an ailment that hinders the judgement of those you converse with and a possible remedy.

Lore: to know an obscure cure and the right ingredients needed to make it.

Minstrelsy

Song: to win the hearts of a distrustful audience.

Riddle: to match wits with a crafty marsh hag that seeks to beguile you.

Inspire: to sing a rousing battle song to your fellow warriors to instil bravery in them.

Persuade: to perform a clever song that alludes to a course of action that needs to be taken in the near future.

Mountaineer

Travel: to know how to pace yourself when crossing a high pass.

Athletics: to climb a sheer cliff safely and speedily.

Hunting: to track a mountain creature successfully over difficult ground.

Explore: to find a little used path that is a safer route than the more well travelled one.

Old lore

Lore: to remember a key piece of information to a forgotten tale.

Song: to cheer the hearts of an audience with a song from bygone days.

Inspire: to reveal how a people of old overcame a problem and how it can be done again.

Rhymes of Lore

Lore: to know a verse that gives a clue to the ways of a long forgotten culture.

Courtesy: to remember the correct way to express friendship to a group of
reclusive Avari hunters.

Song: to sing an old rhyme with a cautionary warning within it to make a point
at a gathering of allies.

Riddle: to remember a really obscure verse that tells a traveller how to bypass a spell wrought gateway.


Region-lore

Awareness: to know when something is not quite right in the area you are travelling through.

Travel: to put your familiarity with the area to good use to ease your passage through the area.

Hunting: to know the patterns and habits of creatures in the region.

Lore: to know about important events that happened in the area throughout history.

Explore: to be able to find a secluded place to rest in the area you know.

Smoking

Riddle: to clear your mind whilst you work out a cunning conundrum.

Courtesy: to converse peacefully with others who partake of the weed.

Stealth: to use going out for a smoke as an excuse to snoop around.

Smith-craft

Craft: to easy your heart from the toil and sorrow you have seen, by crafting a fine piece of workmanship.

Awareness: to judge the quality of the arms and armour of the adversaries you face.

Lore: to recognise a piece of worth.

Stone-craft

Craft: to hastily shore up defensive stonework on the eve of a battle.

Lore: to know the builders of a certain structure and a little of their methods.

Awareness: to spot a weakness in a stone structure.

Story-telling

Riddle: to tell of your exploits whilst guarding the truth of your quest to unexpected company.

Song: to sing of the deeds of your fellowship to win the favour of a patron.

Persuade: to tell a story that shows the forefathers of your audience in a favourable light.

Inspire: to tell a tale that is an inspiration to an endeavour that needs to be undertaken.


Shadow-lore

Insight: to see the influence of agents of the enemy at work behind the scenes.

Awareness: to recognise the taint of your surroundings and a likely cause of it.

Inspire: to fill the hearts of your comrades with resolve against the growing shadow.

Lore: to know of a tale of a threat similar to the one now faced by the fellowship.


Swimming

Athletics: to swim across a raging river.

Song: to amuse a gathering with a tale about a daring adventurer famed for his swimming.

Stealth: to swim noiselessly up to a riverboat at night.

Trading

Persuade: to use your bartering skills to obtain the help of reluctant allies.

Riddle: to trade information with passing strangers, yet keeping your own business concealed.

Lore: to know of past agreements between two people and how it was made.

Tunnelling

Battle: to recognise favourable ground during a fight in a cave network.

Craft: to know how to bring down a tunnel in a safe way.

Awareness: to know the likely distance of a hard to hear echo.

Explore: to find your way through a twisting network of tunnels.

Woodwright

Craft: to open a wooden cask found in a barrow.

Battle: to spot a weak point in an enemies war machine or siege tower and know how to exploit it.

Courtesy: to have a few small pieces of work made with your hands to give as gifts to your host.


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Poosticks7
Posted: Feb 21 2013, 01:30 PM
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Distinctive Features

Adventurous

Athletics: to climb the outside of a crumbling tower.

Explore: to find a suitable cave to ride out a storm in.

Stealth: to sneak into an enemy’s camp to rescue a prisoner.

Hunting: to track a monstrous beast.

Inspire: to tell a tale of one of your deeds to impress your host.


Bold

Athletics: to throw oneself in harm’s way to protect another.

Awe: to facedown a group of bandits.

Inspire: to bolster your comrades spirits on the eve of battle.

Persuade: to appeal to the courage of a desperate village to take up arms and defend against raiders.

Cautious

Awareness: to spot a wounded goblin slinking off from the battlefield.

Search: to notice the orc ambush on the path ahead.

Riddle: to learn someone’s intentions without giving away your own.

Insight: to sense there is something untoward in a community where everything looks okay outwardly.

Clever

Lore: to know the history of an old ruin, long abandoned.

Insight: to see the inconsistencies in the boy’s tale about wargs attacking the area.

Riddle: to guess the password that unlocks a magic door from the cryptic inscription carved on it.

Battle: to spot a natural feature of the battleground that can be used to gain an advantage.


Cunning

Stealth: to switch drinks with someone during a drinking contest.

Battle: to trick someone into setting off their own trap.

Riddle: to win a game of riddles against a giant.

Persuade: to play loose with the truth to trick folk into doing the right thing.


Curious

Search: to spot the well hidden secret trapdoor in the dark shadows in the corner.

Persuade: to get someone to reveal a secret.

Stealth: to follow someone who has been acting suspiciously.

Riddle: to piece together a set of clues to get a clearer picture.


Determined

Travel: to press on despite the great distance still to go to catch the abductors.

Athletics: to break free of sturdy Orc-chains.

Search: to seek out an obscure text within a library that contains a clue to an ancient mystery.

Inspire: to use your doggedness to inspire others to complete a task in time.

Eager

Inspire: to use your excitement and enthusiasm to encourage those around you to undertake a dangerous task.

Travel: to shrug off the weariness of travel because of the promise of new wonders to be seen.

Battle: to spring into the fray and catch you foes flatfooted.

Persuade: to share your eagerness with others and convince them that cooperation is key.

Elusive

Stealth: to sneak up a camp of bandits without being spotted.

Explore: to find a safe hiding place in enemy territory.

Riddle: to hide your intent from an angry band of trolls.

Hunting: to stalk a creature until you can take the shot.

Stealth: to shadow someone through the streets of Dale.


Energetic

Song: to put your vitality to good use to entertain and distract a tavern full of strangers.

Inspire: to match your words with deeds to enthuse your comrades.

Travel: to not let fatigue slow you down.

Craft: to undertake over the period of a month or two an undertaking to improve the conditions in a run-down or damaged community thereby improving morale.

Fair

Persuade: to win the help of a group of crotchety dwarves.

Courtesy: to use your comeliness to good effect to win favour.

Healing: to smile and reassure an injured veteran that all be well.

Fair-spoken

Courtesy: to put at ease guarded guests.

Persuade: to use reason and respectful language to convince a village elder to provide aid.

Inspire: to quietly reassure a group of desperate people that there is still hope.

Insight: to help negotiate a fair trade deal between factions if he is aware something is amiss with a negotiation.

Fierce

Awe: to use your aggressiveness to make your point about the approaching danger.

Battle: to put your ferocity to create a gap in the battle lines to exploit.

Inspire: to bring forth the fury in others.



Forthright

Battle: to lead a company of men during a battle, directing them with decisive orders.

Persuade: to use your plain speaking to stress the importance of cooperation between two factions.

Awe: to set forth candidly how something should be done whilst leaving no room for argument.


Generous

Heal: to work without rest to see to the needs of a village struck by a mysterious illness.

Persuade: to offer aid freely and stir others to respond to your kindness.

Song: to sing a song of praise that pays tribute to your host’s virtues.

Grim

Awe: to speak and act harshly to reinforce your stance in a debate.

Riddle: to hide the true nature of your quest from the innocent.

Search: to scour through the bodies of the fallen to find a clue as to the fate of a comrade.

Inspire: to inspire fear in a people's hearts enough to act against an adversary lest that adversary grow more terrible in power. "His tidings are Grim but bear truth... we must act now..."

Gruff

Awe: to use your stern ways to make an impression.

Inspire: to use as few as words as possible to get your point across to bickering rivals.

Healing: to minister to a wounded man in an efficient if abrupt manner.


Hardened

Battle: to know a good ambush point.

Song: to sing a song of remembrance of a pyretic victory that was won through bravery and sacrifice.

Persuade: to make it clear that if folk don’t unite to face the rampaging mountain troll then the various group will be slaughtered one after the other.

Hardy

Craft: to work tirelessly to build a shelter in a snow storm.

Travel: to march vigorously with little need for rest.

Awareness: to stand a long watch so that others can rest.


Honourable

Awe: to give your word that you will not rest until the perpetrators of the foul deed are brought to account.

Persuade: to convince others of your fellowship’s trustworthiness.

Inspire: to use honourable words and deeds to inspire likewise thoughts and actions in those around him.

Just

Insight: to see through to the heart of the manner past the evasive words of another.

Courtesy: The words of a just man may settle disputes in lieu of sword work.

Persuade: to reinforce the ideals and laws of a community and bring them together in the face of controversy and take some form of action.

Inspire: to inspire people to see the light of justice and reveal inequity allowing a community to band together and overthrow a tyrant.


Keen-eyed

Search: to spot grimy tracks leading to a dark corner.

Awareness: to spot a great eagle flying high in a stormy sky.

Hunting: to spot the tracks that others would miss.

Awareness: to spot a weakness in a structure.

Lordly

Awe: to use your dignity and bearing to get your point across in a conversation.

Inspire: to show that there is nothing to fear whilst you still draw breath.

Persuade: to talk of grand ideals and a better future for all.

Inspire: to bring disparate factions temporarily together under your banner and leadership in a time of need, or invoke a sense of pride and hope in a dispirited community.

Courtesy: May cause the leaders of rival factions to consider the words more carefully of a courteous man with Lordly disposition by soothing wounded prides or settling civil disputes.

Persuade: The Lordly may persuade lesser men into joining a cause or dissuade them from assaulting their neighbours and save their ire for a more noble cause.

Awe: May cause rabble rousers, mobs or rebels to back down when he displays his lordly bearing.

Lore: to call upon your lore of bloodlines and history to remind a folk of their heritage and courage in days past.



Merciful

Inspire: to stir the heart of a prisoner spared to help your cause.

Inspire: to inspire a sense of mercy between embattled factions engaged in a territorial dispute which might eventually lead to an easing of tensions.

Healing: to administer aid to the injured on both sides of a conflict.

Persuade: to convince others to act leniently in regards to the actions of another.

Merry

Song: to lift the flagging spirits of others.

Inspire: to instigate feelings of good cheer in any Inn or social gathering and perhaps improving overall relations with strangers a bit.

Courtesy: to use your natural cheeriness to make a good first impression.


Nimble

Athletics: to leap from one tree branch to another before the tree you are in is cut down.

Craft: to use your dexterous hands to make something intricate.

Stealth: to reach a hazardous perch quickly and quietly.

Song: to perform an elaborate dance to accompany your haunting song.

Athletics: to withdraw from combat whilst outnumbered.


Patient

Hunting: to double check the tracks of the group you are following to be sure that they do not split up.

Lore: to read and decipher an ancient and ruined text compiled in a barely-known tongue.

Insight: to be patient enough to listen carefully and courteously whilst a new encounter rattles on and on and thereby learning something from them a less patient fellow might not catch.

Search: to be meticulous in your examination of an area whilst looking for clues.

Stealth: to patiently wait in hiding, whilst watching a supposedly abandoned farmstead for signs of occupation.

Proud

Song: to give a rousing chant to the deeds of your forefathers and win the hearts of others.

Courtesy: to invoke good feelings of mutual pride during a new encounter with a success.

Awe: to use your innate pride to appear confident to others and ready for the challenge ahead.

Persuade: to convince others that your way is the best way to achieve something.

Quick of Hearing

Awareness: to hear the careful approach of a pack of wargs.

Awareness: to overhear a whispered conversation.


Reckless

Riddle: to parley with a dragon.

Athletics: to dive into a fast flowing river to rescue someone.

Battle: May throw himself headlong into battle.

Inspire: to stir recklessness in comrades to take action where prudence might best serve, as in attacking a large camp of Orc unprepared.

Robust

Healing: to bravely walk amount the grievously sick, and care for them with little fear of catching the disease.

Awe: to use your heartiness and vigour to impress others.

Athletics: to blaze a trail through heavy snow so that others may follow in your wake.

Secretive

Riddle: to hide your true intentions when questioned by a hostile authority figure.

Stealth: to hide something precious on your body where others are likely to overlook if you are searched.

Lore: to know an old secret that others thought lost.


Small

Athletics: to shimmy up a chute.

Persuade: to appear harmless to strangers.

Stealth: to hide in a tight spot.

Steadfast

Persuade: to use sound judgement to speak of grave matters.

Insight: to use insight to stick around a situation others might recommend be abandoned, if he feels there is the slightest chance of a good outcome, i.e. steadfastly defending a village about to be razed by Orcs.

Persuade: may use persuade to get others to commit to a cause too.

Hunting: to use your resolve to find the tracks of those you pursue even when others would give in.

Stern

Awe: to use your severe nature to quickly coerce others to your way of thinking.

Inspire: to get others to behave in a particular way during encounters i.e. if he's military minded he may require a stern discipline.

Persuade: to be unyielding in an argument until others see your point of view.

Suspicious

Search: to spot the carefully concealed bolthole.

Awareness: to have a "feeling" something is afoot if something is indeed amiss.

Insight: to perceive something out of character in another.

Swift

Athletics: to outrun a rockslide.

Hunting: to close the gap on a quarry that moves at pace.

Travel: to cover ground quickly and warn a settlement of approaching danger.


Tall

Awe: to use your stature to intimidate a bunch of ruffians.

Athletics: to easily climb onto a high ledge, where others would struggle.

Travel: to put your long stride to good use when crossing a great distance.


True-hearted

Persuade: to convince wary strangers of your honest intentions.

Athletics: to push someone out of harm’s way and place yourself in peril.

Healing: to calm a wounded animal enough so you can tend to its injury.

Trusty

Persuade: to give your word that help will arrive in time.

Insight: to be aware that someone is not being truthful in their words or actions.

Healing: to be able to safely tend the wounds of someone with a suspicious disposition.

Vengeful

Lore: to remember an old tale of a slight suffered by your kin that reminds you of the current actions of another group.

Song: to sing a dirge that reminds folk of the evil that has taken so much from you and others.

Inspire: to encourage comrades to take vengeance against someone due to a perceived wrong.

Persuade: to invoke ire in someone to turn them against another.

Wary

Awareness: to spot the cutpurse relieving someone of their coin.

Insight: to notice the inconsistencies in someone’s story.

Search: to notice a pit trap in a goblin warren.

Awareness: to spot the cutpurse relieving someone of their coin.

Awareness: to discover that the fellowship is being stalked (afield) or overzealously observed (in town).

Explore: to discover something untoward about an area i.e. a trap or barrier.

Wilful

Persuade: to make your point heard despite others reservations.

Awe: to bend the unwilling to your will and objectives.

Inspire: to appeal to the courage of others to follow your determined lead.

Wrathful

Awe: to use your fury to cower a group into cooperation.

Athletics: to channel your anger to achieve a great feat of strength.

Battle: to let your anger loose during a battle.

Persuade: to incite opposing factions into an antagonistic posture towards each other.

Insight: May be aware of a titbit of information that might invoke spite in the hearts of those you're trying to influence.


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Poosticks7
Posted: Feb 21 2013, 01:30 PM
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Reserved for later.


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Halbarad
Posted: Feb 21 2013, 02:59 PM
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One idea that I once put forward for the Adventurous trait was that it could be used in the event that a piece of unusual adventuring equipment might be needed. A person with this trait would have considered all the possibilities and is likely to have the required item in his pack.

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Mim
Posted: Feb 21 2013, 03:38 PM
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Wow, these are impressive lists - I'm going to copy these.

Speaking of which, we can all use these to visualize how we'll run our games, saving us time (and a lot of grey hair). ohmy.gif

Thank you!
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SirKicley
Posted: Feb 21 2013, 04:10 PM
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QUOTE (Halbarad @ Feb 21 2013, 06:59 PM)
One idea that I once put forward for the Adventurous trait was that it could be used in the event that a piece of unusual adventuring equipment might be needed. A person with this trait would have considered all the possibilities and is likely to have the required item in his pack.

Which I fully agreed with then, and took the liberty of pointing that out to a player in my group with that trait.


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AKA - Shandralyn Shieldmaiden; Warden of Rohan
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Kinleader: Pathfinders of the Rohirrim


"All we have to decide is what to do with the time that has been given to us."
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SirKicley
Posted: Feb 21 2013, 04:11 PM
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QUOTE (Poosticks7 @ Feb 21 2013, 05:27 PM)


Boating

Athletics: to guide a boat through a tricky current.

Courtesy: to know the correct way to hail a river boat to ask for news from downstream.

Craft: to create a river-worthy raft in a pinch to get the heroes across.


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AKA - Shandralyn Shieldmaiden; Warden of Rohan
LOTRO - Crickhollow Server
Kinleader: Pathfinders of the Rohirrim


"All we have to decide is what to do with the time that has been given to us."
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Majestic
Posted: Feb 21 2013, 07:14 PM
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What a great idea for lists! Thanks so much for sharing these, Poosticks! smile.gif


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Poosticks7
Posted: Feb 22 2013, 08:32 AM
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QUOTE (Halbarad @ Feb 21 2013, 06:59 PM)
One idea that I once put forward for the Adventurous trait was that it could be used in the event that a piece of unusual adventuring equipment might be needed. A person with this trait would have considered all the possibilities and is likely to have the required item in his pack.

How would that translate into a skill roll though? I'm not disagreeing with you I'm just wondering what would be the best way to include this. Maybe I'll use the 3rd post for miscellaneous ideas that don't quite fit in. I'll have a think.

@ SirKicley - thanks for the input.

@ Everyone else - Come on guys get your thinking caps on. I'm sure folk have seen some excellent Trait uses in their games, or can think of some ideas. The more we have the better a resource this list will be, especially for new players.

I'll be posting some more in a bit.


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Poosticks7
Posted: Feb 22 2013, 02:37 PM
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Posted a load more.


Come on folks, help me out here. There are loads of creative people on these boards, share the love.


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SirKicley
Posted: Feb 22 2013, 03:13 PM
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QUOTE (Poosticks7 @ Feb 22 2013, 12:32 PM)
QUOTE (Halbarad @ Feb 21 2013, 06:59 PM)
One idea that I once put forward for the Adventurous trait was that it could be used in the event that a piece of unusual adventuring equipment might be needed. A person with this trait would have considered all the possibilities and is likely to have the required item in his pack.

How would that translate into a skill roll though? I'm not disagreeing with you I'm just wondering what would be the best way to include this.



I'll be posting some more in a bit.

"....What I wouldn't give for a Holocaust Cloak!?!
[produces one] "Will this do?"
"Where did you get that?"
"I have the Adventurous Trait"




On a more serious note: have you ever played a game when a player/GM conversation reveals that something as simple as: rope and grappling hook, pitons, crampons, block and tackle, hammer and nails, oil, twine, extra torch, whetstone, magnifying glass, small mirror, chalk, salt, etc, would be ideal for this random occasion.

Its not on the your character sheet. The player never thought he's ever need to have such a thing; but man oh man wouldn't that come in handy right now???


"I have the Adventurous Trait - I typically have the wherewithal to pack certain obscure items for just sort of occasion....Ya never know when a large wooden badger might come in handy!"


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AKA - Shandralyn Shieldmaiden; Warden of Rohan
LOTRO - Crickhollow Server
Kinleader: Pathfinders of the Rohirrim


"All we have to decide is what to do with the time that has been given to us."
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Mordagnir
Posted: Feb 23 2013, 04:02 AM
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Great list, Poosticks.

Nimble
Athletics: to withdraw from combat whilst outnumbered

Wary
Awareness: to detect an impending ambush on the fellowship
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Venger
Posted: Feb 25 2013, 09:38 PM
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This is a great thread!

I have been contemplating how traits will be used and this gives me some great ideas.

In my Middle Earth campaign during the MERP years, I have played around with factions within the various cultures, and inter-cultural interactions. These interactions provided a wealth of playable intrigues and situations to resolve.

You can view my ideas on cultural interactions here,
Vengers Cultural Interactions

it is not a polished document and meant only to share ideas using Traits and Features.



These new TOR Traits and Features will really play well in this environment and I added some of the ones I could think of off the cuff.

Cautious-
Awareness: may be used to sense there is something untoward in a community where everything looks ok outwardly

Energetic-
Craft: Over the period of a month or two may improve the conditions in a run-down or damaged community thereby improving morale

Fair-
Awareness: may be used to negotiate a fair trade deal between factions if he is aware something is amiss with a negotiation

Grim-
Inspire: May be used to inspire fear in a people's hearts enough to act against an adversary lest that adversary grow more terrible in power. "His tidings are Grim but bear truth... we must act now..."
Or he may inspire fear to prevent a people from taking action... "His tidings are Grim, and dire will be the consequences if we take this course of action"

Honorable-
Inspire: Honorable words and deeds inspire likewise thoughts and actions in those around him

Just-
Courtesy: The words of a just man may settle disputes in lieu of sword work
Persuade: may reinforce the ideals and laws of a community and bring them together in the face of controversy and take some form of action
Inspire: may inspire people to see the light of justice and reveal inequity allowing a community to band together and overthrow a tyrant

Lordly-
Inspire: May allow disparate factions to temporarily join together under the banner and leadership of the Lordly one in a time of need, or invoke a sense of pride and hope in a dispirited community
Courtesy: May cause the leaders of rival factions to consider the words more carefully of a courteous man with Lordly disposition by soothing wounded prides or settling civil disputes
Persuade: The Lordly may persuade lesser men into joining a cause or dissuade them from assaulting their neighbors and save their ire for a more noble cause
Awe: May cause rabble rousers, mobs or rebels to back down when he displays his lordly bearing
Lore: May call upon his lore of Heraldry and History to remind a folk of their heritage and courage in days past

Merciful-
Inspire: May inspire a sense of mercy between embattled mannish factions engaged in a territorial dispute which might eventually lead to an easing of tensions.

Merry-
Inspire: May inspire feelings of good cheer in any Inn or social gathering and perhaps improving overall relations with strangers a bit.
"We had a good time at the olde Inn last night, that fellow what sang them songs and said them tales leads a Merry bunch. Aye! A goodly lot they are!, Methinks I'll introduce him to me daughter!"

Patient-
Courtesy & Awareness: To be patient enough to listen carefully and courteously whilst a new encounter rattles on and on and thereby learning something from them a less patient fellow might not catch.

Proud-
Courtesy: May invoke good feelings of pride during a new encounter with a success. May provoke bad feelings like overly boastful with a fail. Pride cometh before a fall.

Reckless-
Battle: May throw himself headlong into every Battle taking Forward stances no matter what.
Awareness: may dive headlong off a cliff into a raging torrent if he thinks it is safe enough...
Inspire: May recklessly inspire comrades into taking action where prudence would best serve, as in attacking a large camp of Orc unprepared. If comrades succeed in ignoring him, he may charge headlong regardless.

Steadfast-
Insight: may use insight to stick around a situation that others might recommend be abandoned if he feels there is the slightest chance of a good outcome, i.e. Steadfastly defending a village about to be razed by Orcs.
Persuade: may use persuade to get others to stick around too.

Stern-
Courtesy or Inspire: May try to get others to behave in a particular way during encounters i.ie. if he's military minded he may require a stern discipline

Suspicious-
Awareness: May have a "feeling" something is afoot if something is indeed amiss..
Awareness: During encounters may need to roll Awareness to allay his own suspicions, or may need to be convinced by fellowship members that nothing is amiss if it really isn't amiss

True-hearted-
Insight: May become reluctant to follow a particular course of action if it goes against his True feelings

Trusty-
Awareness: May be aware that someone is not being truthful in their words or actions.


Vengeful-
Inspire: May inspire comrades to take vengeance against someone due to a perceived wrong.
Courtesy: May try to use discourtesy to invoke ire in a comrade to turn them against someone. If the comrade fails Awareness test they might take action

Wary-
Awareness: May discover that the fellowship is being stalked (afield) or overzealously observed (in town)
Explore: May discover something untoward about an area i.e. a trap or ambush

Willful-
Awe: May use awe to bend the unwilling to his will and objectives

Wrathful-
Battle: Seeks to obliterate a hated foe in every situation taking time to coup-de-gras all fallen
Persuade: May try to incite opposing factions into an antagonistic posture towards each other
Awareness: May be aware of a tidbit of info that might invoke spite in the hearts of those he's trying to influence


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Poosticks7
Posted: Feb 26 2013, 10:18 AM
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Thanks for the input Mordagnir.

Good stuff Venger.

I'll add them to the list, although I've changed the wording on a few.

I've also changed a few you put as awareness to insight because I think that skill fits better.

Also I've left off one that seem to be Roleplaying tips in regards to traits rather than opportunities to invoke the trait, (there is no skill roll). That's how I see Halbarad's idea for Adventerous as well.

If people are interested I'll collect them into the third post of the thread, though maybe they should be part of a Roleplaying guide rather than this project.

Any more trait invoking ideas anyone?


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Venger
Posted: Feb 26 2013, 10:51 AM
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QUOTE
Good stuff Venger.

I'll add them to the list, although I've changed the wording on a few.

I've also changed a few you put as awareness to insight because I think that skill fits better.

Also I've left off one that seem to be Roleplaying tips in regards to traits rather than opportunities to invoke the trait, (there is no skill roll). That's how I see Halbarad's idea for Adventerous as well, and Mordagnir's Nimble idea.

If people are interested I'll collect them into the third post of the thread, though maybe they should be part of a Roleplaying guide rather than this project.



Glad to pitch in
Thanks for editing them to make them more compliant. It helps me learn this stuff.
This list will be very useful for scenario ideas. We can just go down the list and pick out Traits the characters have and make scenarios that use them.
I believe that helps the players feel more engaged.

I'll come up with more ideas soon


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Poosticks7
Posted: Feb 26 2013, 12:24 PM
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Added some more ideas.

I've found that there is quite a bit of overlap with the way different traits can be invoked.

Also I suggest a Loremaster encourages a cooling off period for certain invocations of traits. Would get pretty boring quickly if Bori the Hardy, Wrathful dwarf invoked Hardy for every Travel roll and Wrathful for every Battle roll.



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SirKicley
Posted: Feb 26 2013, 03:12 PM
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QUOTE (Poosticks7 @ Feb 26 2013, 04:24 PM)
Added some more ideas.

I've found that there is quite a bit of overlap with the way different traits can be invoked.

Also I suggest a Loremaster encourages a cooling off period for certain invocations of traits. Would get pretty boring quickly if Bori the Hardy, Wrathful dwarf invoked Hardy for every Travel roll and Wrathful for every Battle roll.

Again - as is hashed in the other threads about trait invocation - there's nothing wrong in allowing this.

Boring/repetitive - yes - disallowed - no.

He'll never get advancement points however.

On the other hand, there's no reason that a LM has to allow an auto-success when the situation is dire, or exceedingly difficult. That is also spelled out in the rule book.

But other than that - routine checks of doing something that is "inherent" to a person (which traits are - they're not just a descriptive comment - they inherently define a person) should not be difficult to pull off.

Shouldn't we expect Eric Clapton to be able to play the key scale on a guitar? Shouldn't we expect Jeff Gordon to be able to drive a lap on a speedway? Shouldn't we expect to see Calvin Johnson make a catch of a routine throw?

Sure sometimes some of these fail for a number of reasons - some may be equipment failure - but essentially we can chock that up to someone trying their luck at making an advancement point and rolling an eye.



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Robert

AKA - Shandralyn Shieldmaiden; Warden of Rohan
LOTRO - Crickhollow Server
Kinleader: Pathfinders of the Rohirrim


"All we have to decide is what to do with the time that has been given to us."
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Poosticks7
Posted: Feb 27 2013, 10:31 AM
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QUOTE (SirKicley @ Feb 26 2013, 07:12 PM)
QUOTE (Poosticks7 @ Feb 26 2013, 04:24 PM)
Added some more ideas.

I've found that there is quite a bit of overlap with the way different traits can be invoked.

Also I suggest a Loremaster encourages a cooling off period for certain invocations of traits. Would get pretty boring quickly if Bori the Hardy, Wrathful dwarf invoked Hardy for every Travel roll and Wrathful for every   Battle roll.

Again - as is hashed in the other threads about trait invocation - there's nothing wrong in allowing this.

Boring/repetitive - yes - disallowed - no.

He'll never get advancement points however.

On the other hand, there's no reason that a LM has to allow an auto-success when the situation is dire, or exceedingly difficult. That is also spelled out in the rule book.

But other than that - routine checks of doing something that is "inherent" to a person (which traits are - they're not just a descriptive comment - they inherently define a person) should not be difficult to pull off.

Shouldn't we expect Eric Clapton to be able to play the key scale on a guitar? Shouldn't we expect Jeff Gordon to be able to drive a lap on a speedway? Shouldn't we expect to see Calvin Johnson make a catch of a routine throw?

Sure sometimes some of these fail for a number of reasons - some may be equipment failure - but essentially we can chock that up to someone trying their luck at making an advancement point and rolling an eye.

I was actually talking about all three ways of invoking traits not just to trigger an Automatic actions, but also Unforeseen actions and to gain an Advancement point.

Oh added some more.

And I just realised that escaping combat does take a roll. Will add Mordagnir's Nimble idea to the list (sorry).


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Mordagnir
Posted: Feb 27 2013, 02:30 PM
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QUOTE (Poosticks7 @ Feb 27 2013, 02:31 PM)
And I just realised that escaping combat does take a roll. Will add Mordagnir's Nimble idea to the list (sorry).


No problem. My two examples were from play, as it happens. The example for Nimble saved one of the heroes' bacon after he was a bit too aggressive during a meeting engagement with some bandits they were tracking.
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Poosticks7
Posted: Mar 3 2013, 12:01 PM
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Added some more.

Would be good if folk could come up with some examples of invoking traits to try and change Unforeseen actions . I'm not entirely sure I have my head totally around that one yet.


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hoplitenomad
Posted: Mar 5 2013, 04:25 AM
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Haven't been here in awhile, but this was a great joy to find upon my return. Thanks!


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About Eowyn,
Does anyone know what her alias Dernhelm means?

She was kown as dernhelm because of her exclaimation when she realized that the rider's headgear was heavy and obscured her sight.

'Dern Helm"

Culled from Entmoot From Kirinski 57 and Wayfarer.
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