Shield Bearer: While wielding a shield, Test with 2d6 on Evade or Goblin Agility Actions instead of 1d6. If you choose this Trait, your Adventurer gains a shield.
Basically, it layers on top of Evade to give you a better chance of success. While more useful to duende, it is still useful to anyone that is wants to use the Evade action.
Armor Master: When wearing any form of armor, you have an extra 3 Hit Points that must be lost before you take physical damage. These hit points cannot be healed and must be restored via repairing you armor. It takes a full 8 hours to repair all 3 Hit Points.
Basically, this gives you 3 "extra" hit points, but once you lose them they are gone until you repair your armor. I call these "ablative hit points", but that is my term, not the game's term.
Two other Traits in the same vein:
Tough: You gain 2 additional Hit Points.
This just gives you two new intrinsic HP. Armor Master gives you a third, but they must always be repaired eventually. This is just flat out two extra HP.
Diehard: When an attack would reduce you to 0 Hit Points, it instead reduces you to 2 Hit Points. You can do this once per day.
This is a cool one because you can never go below 0 Hit Points. So, even if you are catastrophically damaged, you still only go down to 0, then bounce back to 2 HP. So, it a way, it can effectively give you way more than 2 HP depending on how bad that last shot was. On the other hand, it only works once per day instead of being able to be healed like Tough. On the other other hand, Tough is boring and this is cool.
Last edited September 7, 2023 6:04 pm