Moonlight Wonder
Praising the Moon Goddess for so long has lead them to listen to you. During the night you can summon Luna's help 3 times a night for free. +6 LUK.
Power of Friendship
Fueled by everlasting determination and your friends you gain luck with your allies with you. But you also gain power when they die. You get +5 Luck for every member of your party. You also get +50 ATK on your weapon for every dead party member with a maximum of 500.
Mirror Man
You were always lonely growing up. So you began talking to yourself in the mirror for unhealthy amounts of time. Until one day the mirror you became real. That's the trait you got from this lifestyle. You can create mirror copy of yourself for 10 MP per copy. They all have half your stats and disappear after 1 standard action.
Cube's Blessing
Always fascinated with their shape, you often played with cubes, this makes it so cubes will come to protect you. So if there are cubes around they will orbit you and can absorb 100 HP worth of damage for you before disappearing. You also gain +4 Luck.
Doorplosion
You hate doors. Doors are an abomination in this universe you want to exterminate. And so you gain the ability to roll luck. With enough successes you can blow up any door you find.
Lucky Genius
Sometimes you stop and wonder if you're actually intelligent or just absurdly lucky. Half of your luck is added to your intelligence. You may roll luck in place of Intelligence once a session.
Monplosion
When you were younger you were pitifully poor. Until one day you blew something up and gold coins went everywhere. When you personally explode something you get gold coins equal to the total of 3 D6 rolls.
Luck Amplifier
You're never in the grey. To you everything is in black or white. Win or failure. So you gained this trait. All luck rolls you do will either be critical success or critical failure.
Moon Balloon
One day you found a balloon. You thought nothing of it but now you're technically a Celestial because it was actually a miniature moon. You learned how to read Ancient Celestic and gained +6 Luck.
Suprise Omniweapon
Always the creative fellow you used everything and anything as a weapon. One day as if the gods above were laughing at it your weapon turned into a fish. Now if you use something that is not explicitly a weapon as a weapon it can turn into various things at the GM's choice.
Lucky Shot
Everyone called you a lucky person. One day you decided to test this out with a gun or bow or whatever and found out that your luck is actually pretty good. You can use LUK in place of INT or STR for ranged weapons and can roll luck to see how much DR you can ignore. (Each Success is worth 5 DR.)
Lucky Strongman
You knew that some strong people were down on their luck. So you've decided to flex on their feeble luck and add half of your LUK to your STR.
Spinning Misfortune
Via the ancient curse of the dark one's rotation you've unlocked the ability to halve one's LUK by making them spin. How you spin them is up to you.
Powerful Traits
Suddenly: Something (Takes 2 Trait Slots)
All your life you've been stealing things the old fashioned way. But now you have a trait to do it much easier. You can steal anything you can lift without anyone noticing. You can also place anything in your inventory anywhere you'd like as long as you can reasonably get to that place within a turn.
Stoplight (Takes 2 Trait Slots)
Within a dream you walked freely in a world where time stood still. Your hands were holding some sort of giant stoplight that you could use to stop time. You woke up to find it next to you. You can use it to stop time for you to get an action whenever you'd like at the cost of 20 MP.
Magic Deck of Spellcards (Takes 2 Trait Slots)
You have a magical deck of cards with 40 cards that all can do basic magic. Separated into clubs, hearts, spades, and diamonds. Each card has a number from 1-10. This is used as a multiplier on the effect of each spell. Once you use one of the cards it's gone until next session.
Clubs: Use an offensive spell of your choice that costs less SP than 10. The multiplier effects the power of the spell.
Hearts: These can heal wounds with magical homing hearts that come from the card. Each Heart heals 100 HP. The multiplier effects number of hearts.
Spades: Grant one party member of your choice a sword for 1 turn.
Spell Sword
ATK: 50 * Multiplier
Element: Your Choice.
Traits: Disappears a turn after use.
Diamonds: You can summon coins of whatever currency equal to 10 * the multiplier.
Bad Luck Charm (Takes 2 Trait Slots)
There's down on your luck. Then there's you. You're so down on your luck that it effects everyone around you by automatically critical failing all rolls around you.
Warning: May make your life Hell.
Soul Stealer (Takes 2 Trait Slots)
Souls. Everyone has them. You thought it was a good idea to steal them. And luckily you know how. When you kill an enemy roll luck. With 6 successes or more you can take their soul. You can have one at a time as a piece of equipment. You can take one trait of the creature you killed of the GM's choosing. You can carry multiple of these but only use one at a time. Swapping souls takes a standard action.
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