Character Traits


Rise of the Runelords


After reading the beginnings of Second Darkness, it made me wonder if there wasn't some way to bring the Character Traits idea into Runelords. Six or so traits that force players to get involved in the plot. Maybe one that has something to do with the Late Unpleasantness, another with the newly formed church.

Has anyone done any work on this?

Thanks.

Silver Crusade

mike smith 853 wrote:
Maybe one that has something to do with the Late Unpleasantness,

A PC could possibly have been a guard, someone who volunteered unsolicited help, or a relative of one of the victims who obsessed over the case and the search for Chopper? Gather Information bonus? Maybe play up a paranoid angle and throw Sense Motive in as an option? I can easily see the Late Unpleasantness making people paranoid.

Other than that patch of darkness, I'm imagining "happier" trait explanations in general than CotCT's, although they would probably tie the PCs together with an immediate common goal less and be more about tying them in with being attatched to Sandpoint.

Stuff like Adventurous Childhood: Spies! - You and your friends would often sneak out into the junkyard outside town, sometimes at night, hoping to catch a glimpse of the seldom seen neighboring goblins. Hide/Stealth +2 and such.

edit-I guess that's the question: Are you looking to get PCs to tie themselves into certain elements of Sandpoint's history(however loosely they may be) or focusing on just generally tying them into the feel of having lived there?


Well I guess the most important thing would be to give them reasons to be at the Swallowtail Festival and then feel the need to stick around and protect the city.

I haven't put too much thought into it. Just think it might be a cool idea.

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