Sandbox:Trait

From AP Wiki

A trait is an aspect of a character that defines something that is different about them than most other people. Traits are picked at character creation and can be positive or negative. Traits generally do not change as characters grow, although they can under certain circumstances.

Strong

This trait costs 1 point.

The "strong" trait allows characters to carry more, heavier items. Great weapons and heavy armor require this trait to be used without a penalty. The large pack can only be used by "strong" characters. In some situations a player may request a bonus to their action for being "strong", such as moving a stuck lever or holding up a trapdoor.

Weak

This trait grants 1 point.

The "weak" trait limits what a character can carry. Only light weapons, like most covert weapons can be used without a penalty. "Weak" characters can only carry a small pack and wear light armor. In some situations a GM may impose a penalty to a character's actions for being "weak", such as moving a stuck lever or holding up a trapdoor.

Sorcerous

This trait costs 1 point.

A character with the "sorcerous" trait was born with magical abilities. The "sorcerous" trait grants a character the ability to use innato.

Scotopic

This trait costs 1 point.

Better vision in dim conditions.

Photopic

This trait costs 1 point.

Better vision in bright conditions.

Hardy

This trait costs 1 point.

Resistant to poison. Recover from poison faster.

Immune

This trait costs 1 point.

Resistant to disease. Recover from disease faster.

Brave

This trait costs 1 point.

Resistant to fear. Recover from fear faster.

Cowardly

Vulnerable to fear. Recover from fear slower. Pick a fear (ie. Spiders, zombies, the dark). When confronted with your fear make a fear check.

Big

This trait costs 1 point.

Much bigger than average. Can carry large pack (huge pack if also Strong). May not fit through some openings. Some equipment may not fit properly. Need 50% more food per day.

Small

This trait grants 1 point.

Much smaller than average. Can only carry a small pack (tiny pack if also Weak). May be able to fit in some openings others couldn't. Some equipment may not fit properly. Need 50% less food per day. Advantage on stealth checks made when using your size?

Fast

You have faster movement and bonus on initiative checks.

Slow

You have slower movement and penalty on initiative checks.

Amplified Ears

Your hearing is great. You have a bonus on checks which rely on hearing.

Hard of Hearing

Your hearing is bad. You have permanent, uncurable partial deafness.

Low Vision

Your eyesight is bad. You have permanent, uncurable partial blindness.

Thick-Skinned

You have some natural armor, whether it be thick skin, scales, or something else. You have a permanent passive defense of 1, which stacks with whatever armor you’re wearing.

Aquatic

Your body was made for the water. You have gills which allow you to breathe underwater and webbed hands and feet which give you advantage when swimming. You must keep your body wet at all times. You must long rest submerged in water to gain the benefit of a long rest.

Amphibious

Your body was made for the water. You have webbed hands and feet which give you advantage when swimming. You must long rest submerged in water to gain the benefit of a long rest.


  • Eidetic
    • You have learned a lot and have a great memory. You can spend a luck to remember a fact about a subject that you are especially skilled in.
  • Insightful
    • You are good at reading people. Can spend a luck to accurately determine if someone is lying to you.
  • Charming
    • You have a pleasant presence. People are naturally drawn to you, and you have advantage on Social checks made to charm someone.
  • Intimidating
    • You have frightening presence. People are naturally intimidated by you. You gain advantage when trying to intimidate someone in a social situation. In combat you can use 1 AP to force all creatures within melee range to make a fear check.
  • Reputable
    • Your reputation precedes you. People are more likely to know who you are, etc.
  • Old
    • You have gained wisdom through the ages. You gain advantage on Leadership, Politics, and Social checks made with younger members of your race.
  • Sickly
    • You have disadvantage when rolling to avoid contracting a disease or poison. In addition, it takes longer to recover from diseases or poisons.
  • Forgetful
    • You forget things all the time. Once per day, the game master can ask you to make an unmodified check (DN 12). If you fail, the game master chooses a piece of information you no longer remember.
  • Gullible
    • You are inclined to believe anything you hear. You spend 10% more on all goods and have disadvantage vs being charmed.
  • Repulsive
    • There’s something off about you. You may be smelly, awkward, ugly, or something else which causes people to dislike you. You have disadvantage on social checks.
  • Young
    • You haven’t grown into your skin yet, and people tend to not take you very seriously. You have disadvantage on Leadership, Politics, and Social checks made with older members of your race.
  • Curious
    • You can’t help but know. You tend to poke your head where it doesn’t belong, getting yourself in trouble. Once per day, the game master can ask you to make a Resolve check (dif. 12) when you are in a situation which could pique your curiosity. If you fail, you are obligated to investigate the source.
  • Favored Weapon
    • You have a specific weapon with a special meaning. You have an additional +1 to attacks and damage (in addition to your Combat Skill) while using that weapon.
  • Monster Hunter
    • Pick a monster type. You gain advantage on checks made to hunt this monster, recall information about it, and on attack rolls against this monster type.
  • Nomadic
    • You have lived outside of society for a long time, traveling through wilderness. Pick a wilderness type. You gain advantage on all Survival checks made in this terrain.
  • Vampiric
    • Drinking the blood of another creature refreshes you. If you bite a living or freshly killed creature, you can spend a round drinking its blood. This restores one stamina or heals a minor wound. You also have permanent Bloodthirst, you cannot go below level 1, and each time you use this ability you must roll to increase Bloodthirst.
  • Furious
    • More likely to become frenzied during battle. Probably slightly changes how frenzy works too.
  • Colored scars that indicate certain abilities (sorcerer magic?)
  • Boost of skills when protecting a loved one
  • Resistance to Corruptions
  • Vulnerability to Corruptions
  • Improved Senses
  • Ambidextrous
  • Disarmed
  • Heavy Drinker
  • Lightweight
  • Careful
  • Reckless
  • Heavy Sleeper
  • Respectful
  • Traveler
  • Alert
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