Dexterity

Combat Traits are the main source of combat-related advantages and combat abilities. Anyone can learn to use a weapon without hurting themselves. Anyone can learn to block an attack to learn to duck an arrow. Learning to deal devastating damage, break weapons, or knock someone to their knees takes not only training but a certain degree of sheer physical or mental conditioning that exceeds what most people can do. Each Trait represents the instinctive way that each individual approaches combat and how those basic tendencies are represented in the game world.
  • Each Trait Tier has a Passive Advantage that is gained when the Trait Tier is purchased.
  • Each Trait Tier has a Per Combat ability that can be purchased up to three times each. These abilities refresh after 15 minutes of rest, during which time no Trait-based abilities can be used, nor can the character participate in combat in any fashion.
  • Finally, each Trait Tier has a Per Reset Ability Set that is purchased one time. These sets offer three uses of an ability at Tiers 1, 2, and 3, two uses of an ability at Tier 4, and one use of an ability at Tier 5. These uses refresh at Sunrise, and Sunset.

Any Combat Trait ability that does not deal damage such as Natural Torment, Natural Betrayal, Natural Snare Arms, etc bypass all Shells, worn armor and Vigor. As a general rule of thumb if the Protective wouldn’t be taken down by the ability they don’t interact. They are still negated by missing the delivery swing/packet, being physically blocked by a hand-held shield or weapon, Dodge, Parry (if melee), Side Step (if ranged), Wyrding, Resist and other appropriate defenses.

Passive Advantage: Heightened Reflexes (Included with Tier 1)

This ability grants the character multiple options. First, the character may call “No Effect” to the Sap effect. Second, Repair effects and abilities from the Healing Skill that require time to apply may be applied in half the usual time. Lastly, the character may attempt to catch a thrown weapon, and if successful, takes no damage or effects and may immediately throw it at a nearby target. The character does not need the Ranged, Small in order to use a thrown weapon in this circumstance. If this attempt is unsuccessful (it bounces off hands, etc) the character still takes the effect of the thrown weapon (damage, effect, etc.) to the nearest limb.

Tagline: “No Effect”

Per Combat Ability: Disarm

The character may use a Natural Disarm effect. This effect targets a wielded weapon, causing it to be knocked from the character’s grasp. The targeted weapon should be dropped and may not be picked up for 10 seconds. The targeted weapon must be struck by a melee weapon delivering the effect. Alternatively, ranged  weapons need only strike a legal target area to deliver the effect, but should declare the target weapon. Affixing the weapon to the wielder’s hand does not prevent Disarms from taking effect. Disarm may also target claws, with the struck claw being unusable for 10 seconds. Please see the Effects List for more information.

Tagline: “Natural Disarm” when used with melee attack. “Natural Disarm [Weapon]” when used with a ranged attack.

Per Reset Ability Set: Surge of Speed

Allows the character to use a Haste effect upon themselves 3 times per Reset. This effect allows the target to move very quickly for a short period of time. While using Haste, the character may not fight, cast spells, activate items or use any other ability or skill, with the exception of additional Haste effects.

As long as the Haste effect is active, the character can flee from combat (or any other situation) without fear of pursuit. Players who witness a character under the effect of Haste cannot attempt to pursue or intercept him in any way, though they can take up a defensive posture. A character under this effect can only be attacked physically if he willingly comes within striking distance. A character affected by Haste cannot be struck by packet effects or missile weapons (these always miss their target).

A character under the effects of Haste cannot carry another character, unless the carrying character also has a Strength effect. A player under the effects of Haste must continually call out “Haste!” (at least once every two seconds) as long as the effect is active. The effect ends after 1 minute has elapsed, the player stops calling out “Haste!”, or the character commits any of the proscribed actions.

This effect lasts for one (1) minute but multiple uses of Haste may be used without interruption. See the Effects List for more information.

Tagline: “Natural Haste”

Passive Advantage: Momentum (Included with Tier 2)

This ability grants the character multiple options. First, the durations of all Haste, Blink, and Fly effects the character receives are doubled. Second, the character may, at-will, spend a use from any Dexterity Per Reset Ability Set to instead call a Trap Dodge effect or a Sure Foot effect. The Trap Dodge effect negates any effects the character would suffer from a Trap. The Sure Foot effect allows a character to not suffer the consequences of “falling” in module situations if they land poorly. All that is required for “jumpy stones” is to have at least part of a single foot on a valid landing location. See the Effects List for more information.

Tagline: N/A

Per Combat Ability: Snare Arms

The character may use a Natural Snare Arms effect. This effect causes the target’s arms to be bound to their side, and they cannot attack with weapons or packets for 1 minute. See the Effects List for more information.

Tagline: “Natural Snare Arms”

Per Reset Ability Set: Precise Blow

Allows the character to, 3 times per Reset,  add the True modifier to any non-magical attack made by the character. This includes Per Combat and Per Reset Ability Set abilities from Combat Traits, as well as any other non-magical attack. If the attack is completely mundane, the effect is called as True Strike. See the Effects List for more information.

Tagline: “True [Effect]” or “True Strike”

Passive Advantage: Flexible Defense (Included with Tier 3)

This ability allows the character to use any purchased Lesser Defense abilities (Parry, Side Step, or Spell Flux) as any other Lesser Defense ability. This only applies to purchased Lesser Defenses and not any other source of these effects. The character is still limited to only using 3 Lesser Defenses in total per combat.  In addition, the character may spend any one use of any Dexterity Per Reset Ability Set to instead Reduce a Knockdown effect to 1 point of damage to the location struck. See the Effects List for more information.

Tagline: “Parry” or “Side Step” or “Spell Flux”, “Reduce” (when using the second part of this ability)

Per Combat Ability: Knockdown

The character may use a Natural Knockdown effect. This effect causes the target to be knocked onto their back a lay insensate. Alternatively, the player may kneel and place both hands on the ground. While under this effect, a character may perform no actions other than to ward off a Killing Blow; they may not otherwise defend himself. This effect bypasses armor, Shells, and Vigor. This effect lasts for ten (10) seconds. See the Effects List for more information.

Tagline: “Natural Knockdown”

Per Reset Ability Set: Evasion

Allows the character to use a Natural Side Step effect 3 times per Reset. This Side Step is not considered a Lesser Defense, and thus may be called in addition to any other Lesser Defenses without counting against the limit of 3, and the Dexterity Tier 3 Passive Advantage Flexible Defense does not apply. See the Effects List for more information.

Tagline: “Natural Side Step”

Passive Advantage: Escape Artist

Allows the character to, at-will, use a Natural Slip Snare effect after 3 seconds of concentration. This effect negates any Snare (Foot, Arms, Body) effect affecting the character.

Tagline: “Natural Slip Snare”

Per Combat Ability: Blink

The character may use a Blink effect. The character may move for 5 seconds or 5 steps, whichever comes first. While moving the target should use the out-of-play gesture of a fist or a weapon above the head. See the Effects list for more information.

Tagline: “Natural Blink”

Per Reset Ability Set: Feint

Allows the character to use, 2 times per Reset, a Refresh [Trait Per Combat Ability] if that ability missed, or was successfully defended against in any way.  See the Effects List for more details on Refresh.

Tagline: “Natural Refresh [Trait Per Combat Ability]”

Passive Advantage: Hidden Reserves

This ability doubles the number of uses for each Dexterity Per Reset Ability Set purchased by the character.

Tagline: N/A

Per Combat Ability: Mortal Strike

The character may use a Mortal Strike with a weapon attack, melee or ranged. This ability is a weapon attack that causes an automatic Torso Wound regardless of the location struck. Note that this effect directly causes a Wound, it does not deal damage, and so bypasses armor, Shells , and Vigor. Strikes are presumed to be Natural attacks. They can be defended by mundanely blocking with a weapon or shield, and are also subject to Parry, Dodge, Reduce and Withstand. See the Effects list for more information.

Tagline: “Mortal Strike”

Per Reset Ability Set: Blur

Allows the character to, 1 time per Reset, enter a stance after 10 seconds of concentration that lasts for one minute, or the character goes unconscious . While in this stance, the character may call an unlimited number of Natural Side Step effects. These Side Step effects are not considered Lesser Defenses, and thus may be called in addition to any other Lesser Defenses without counting against the limit of 3, and the Dexterity Tier 3 Passive Advantage Flexible Defense does not apply.

Tagline: “Natural Side Step”

Dexterity Trait Costs

Tier12345
Tier Cost8XP8XP8XP8XP8XP
Tier Cost, Difficult*10XP10XP10XP10XP10XP
Per Combat Ability Cost5/5/5XP6/6/6XP7/7/7XP8/8/8XP10/10/10XP
Per Reset Ability Set Cost**3XP4XP5XP6XP8XP

* Characters who possess any supernatural racial heritage may experience Difficulty learning one or more Traits and must pay increased XP costs to learn Tiers. Players must pay the increased difference in cost for any Difficult Traits that were purchased before manifesting a supernatural racial heritage.

** This is a one time cost, regardless of the number of uses granted by the Per Reset Ability Set.

Each Trait has 5 Tiers and these Tiers must be bought in progression. Humans can buy any Trait at base cost at any point and at any time. Altera intentionally does not have any “Character Creation Only” abilities. Once a human embraces any of the mythological legacies they will begin to gain access to unique Passive advantages, Per Combat abilities, and Per Day abilities however, the trade-off is that the newly awakened races make two Traits Difficult to learn. The first tier of any Trait is 8 XP. If a Trait is considered Difficult this cost is 10 XP instead.

To advance from one Tier to the next a character must have all three Per Combat abilities and the Per Reset Ability Set before the next Tier can be purchased. When advancing to Tier 5, an additional in-game requirement is necessary before the character may purchase this Tier. This requirement is something that must be discovered in-play.