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M2TW Traits pt.

6 - Spies, Assassins, and Everything else

Spy Traits:
-GoodSpy 5 +5 Subterfuge, +4 LineofSight
-BadSpy 3 -3 Subterfuge
-GoodConspirator 3 +3 Subterfuge
-BadConspirator 3 -3 Subterfuge
-NaturalSpySkill 3 +3 Subterfuge
-ThievesGuildMember 2 +2 Subterfuge
-TheivesGuildTrained 1 +1 Subterfuge
Assassin Traits:
-GoodAssassin 5 +5 Subterfuge
-BadAssassin 3 -3 Subterfuge
-GoodConspirator 3 +3 Subterfuge
-BadConspirator 3 -3 Subterfuge
-NaturalAssassinSkill 3 +3 subterfuge
-AssassinsGuildMember 2 +2 Subterfuge
-HashashinGuildMember 2 +2 Subtefuge
-AssassinGuildTrained 1 +1 Subterfuge
-GoodSaboteur 3 +3 Subterfuge
-BadSaboteur 2 -2 Subterfuge
Admiral Traits:
- Note Many basic Generals traits work here as w
ell, i.e. GoodCommander
-Sailor 5 +5 Naval Command
-LandLubber 3 -3 Naval Command
-FamousPirate 3 -3 Loyalty, +3 Naval Command
Heretic Traits:
-NaturalHereticSkill 3 +3 Piety
-GrowingConviction 3 +3 Piety
-WaningConviction 3 -3 Piety
Witch Trait:
-NaturalWitchSkill 5 +5 Magic
Universal Traits:
-LaxPersonalSecurity 3 -4 PersonalSecurity
-HighPersonalSecurity 3 +4 PersonalSecurity

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