Character Traits
Character Traits
Character Traits
A measure of ability inherent to a character whether by nature or nurture, a 'trait' is a separate points-based system from the rest of a character's sheet. These represent racial, environmental, natural, or acquired aspects of a character that aren't expressed in other parts of their sheets.
Each character is allotted a pool of 18 points with which to assign traits. Traits that will or may negatively affect a character through play or incur a penalty will have negative point values, which can be used to reduce the total number of positive traits listed. This is one way to gain more traits than would normally be available due to point restrictions.
GMs may assign, modify, or remove traits based on gameplay or story at any time.
_____________________________________________________________________________________________
Name: Hardy
Value: 3
Prerequisite: None
Effect: This character gains +100 natural physical damage soak.
Name: Nimble Faller
Value: 2
Prerequisite: None
Effect: When this character suffers the "Knockdown/Wall Rush" status effect, reduce the damage inflicted by 25%.
Name: Dreamspeaker
Value: 2
Prerequisite: None
Effect: This character, when inflicted, reduces the severity of the "Sleep" status family by one.
Name: Lightbringer
Value: 2
Prerequisite: None
Effect: This character, when inflicted, reduces the severity of the "Blind" status family by one.
Name: Ferocity
Value: 3
Prerequisite: None
Effect: This character is considered to be consistently under Mild "Endure" status. The character is able to survive one one-hit/area attack that would normally render him/her unconscious (below 0 HP, above Death Threshold) with 1 HP.
Name: Transhuman
Value: 3
Prerequisite: None
Effect: The character is able to install specific Mechanical Augmentations into their bodies, which will convert Item Slots into Augmentation Slots. When an Item Slot is converted, it can not be converted back! If a character's Item Slot count drops below the amount that their augmentations occupy (that is, if a character goes from 10 Slots total (6 Item, 4 Aug) to 3 Slots (0 Item, -1 Aug)), a character will begin undergoing rejection syndrome.
Name: Born Alone
Value: 3
Prerequisite: None
Effect: When this character reduces a target below 0 HP, character gains the HP from the felling blow back as restored HP.
Name: Resilient Brute
Value: 4
Prerequisite: None
Effect: When this character uses "Brace" to defend against a melee attack, this character may use "Counterstrike" advanced skills as if the attack had been blocked.
Name: Improved Sense
Value: 3
Prerequisite: None
Effect: Your senses are more advanced than other races or beings, and give you a +25 to Perception checks using that sense.
Name: Status Effect Resistance
Value: 3
Prerequisite: None
Effect: Occurrence rate of [Blind], [Confuse], [Disease], [Poison], [Silence], [Bleeding], and [Shock] up to Acute reduced by 10%, and Duration of any such status reduced by 1.
Name: Status Effect Immunity - Cybernetic
Value: 3.5
Prerequisite: None
Effect: Your body is completely immune to specific status effects due to artificial construction. A status effect is considered to automatically fail upon you. If by some chance you are afflicted, its status duration and effect level are lowered by 1. Note, certain status will always be afflicted
Name: Status Effect Immunity - Biological
Value: 3.5
Prerequisite: None
Effect: Your body is completely immune to a specific or set of status effects for biological reasons. A status effect is considered to automatically fail upon you. If by some chance you are afflicted, its status duration and effect level are lowered by 1. Note, certain status will always be afflicted
Name: Biological Strength
Value: 3
Prerequisite: None
Effect: The character's race is really really strong. STRONG. They are this way due to biological factors more than size or training, their bodies may be composed of denser materials or have super-efficient motive systems. This augments traits normally associated with the Strength stat.
Name: Giant 1
Value: 2
Prerequisite: None
Effect: Your character is above average size and looks like someone who would best not be trifled with. You gain a +15 to your intimidation checks, a +15% damage bonus and a -15% dodge bonus due to your size.
Name: Giant 2
Value: 2.5
Prerequisite: Giant 1
Effect: Your character is a massive hulking beast who stalks around the battlefield. Your immense size costs you a 25% dodge penalty, but nets you a massive 25% damage bonus, a +20 to intimidation checks, and the ability to dual wield without penalty, provided the weapon can be dual wielded normally. One person may use you as cover.
Name: Giant 3
Value: 3
Prerequisite: Giant 2
Effect: Provides a +25 to intimidation checks and a 50% physical damage bonus. Light projectile weapons (pistols, crossbows) deal no damage, however they suffer a 50% dodge penalty at range, 75% against melee. Any cover that basically isn't a building or terrain, sufficiently large smoke field, etc provides no bonus. While this character may not wield turrets as weapons, they are sufficiently large that turrets may be mounted to them. You are, however, large enough that your allies may use you as cover.
Name: Tiny 1
Value: 2
Prerequisite: None
Effect: Your character is smaller than the average person, and as such is a harder target to hit. You gain a +15% to dodge and a +5 to diplomacy checks (you look harmless), but your muscles deal 15% less the damage of a normal person.
Name: Tiny 2
Value: 2.5
Prerequisite: Tiny 1
Effect: Your character is miniscule, a much harder target. You gain a +25% to dodge and a +10 to diplomacy checks (you look harmless), but your muscles deal 25% less the damage of a normal person. In addition to this, you have a +25 bonus against 'called shots', as most weapons are zero'd to a target of human size. You fit into tight spaces better than other characters, which may award you unique opportunities.
Name: Tiny 3
Value: 3
Prerequisite: Tiny 2
Effect: Your character is the size of a mouse; even the smallest obstacle is a massive challenge unless someone carries you. Called shots and suppressing fire simply do not work on you, and you have a +50% dodge bonus vs any threat specifically aimed at you. Your strength based damage is negated entirely, and as most weapons your size would deal 1 hp damage; you will be forced to find alternate methods of combat. Any attack that does hit you that would damage a regular person deals double damage and automatic knock down. Also, damage soak? What's that??
Name: Low Pain Tolerance
Value: -3
Prerequisite: None
Effect: This character is more susceptible to pain. This character's physical and magical damage soak values are treated as if they are reduced by 25%.
Name: Weakness to EMP
Value: -2
Prerequisite: None
Effect: This character is susceptible to bursts of electromagnetic energy. While most things a character has (an artificial body, postmodern electronics, mechanical augmentations) are shielded in some way against EMP, dedicated EMP weapons and items can still damage or reboot systems, causing a myriad of different status effects temporarily.
Name: Adiposis
Value: -2.5
Prerequisite: None
Effect: This character is considered either exceptionally obese or just sluggishly large, and must roll Athletics checks one step lower.
Name: Mood Features
Value: -2
Prerequisite: None
Effect: This character has some type of feature that reacts to its emotional state, giving it away rather easily to creatures or objects that can recognize it. This character suffers a -10 to Speechcraft checks, whether offensive or defensive.
Name: Striking
Value: -1.5
Prerequisite: None
Effect: This character has some kind of natural attribute, whether it's skin color, hair color, eye color, etc., that makes it very easy to pick out in a crowd. If this character is recognized by a group, it will be easier to recognize and memories don't fade easily.
Name: Unusual Eyes
Value: -1.5
Prerequisite: None
Effect: Your eyes give you away. Something about your eyes is inhuman, they may be cat, demonic, fae, cetran, or other, but your eyes will give away your nature to anyone who looks at you close enough. Players must actively note this in conversation or interaction with a character.
Name: Slow Recovery (25%)
Value: -3
Prerequisite: None
Effect: Healing is unnaturally slow to take effect on you. Healing magic, items and first aid only heal 75% of their value on you, and if you are rendered unconscious before the remaining healing takes effect, the healing is halted.
Name: Slow Recovery II (50%)
Value: -3.5
Prerequisite: Slow Recovery I
Effect: Healing is unnaturally slow to take effect on you. Healing magic, items and first aid only heal 50% of their value on you, and if you are rendered unconscious before the remaining healing takes effect, the healing is halted.
Note: If taken with slow recovery, user only receives 25% of any healing magic, item, or first aid effect.
Name: Weak Immune System
Value: -3
Prerequisite: None
Effect: This character's immune system is heavily lacking in strength, due to a biological constraint or an environmental cause. When a character with this trait succumbs to a status effect, it is considered to be 1 Severity level higher than original, and will automatically last its full duration.
Name: Addiction (substance)
Value: -1
Prerequisite: None
Description: This character is chemically or physically dependent on an external subject of some kind, whether it's a drug, a chemical, or something simply necessary for them to live. Without this substance/item, a character will begin undergoing various forms of withdrawal syndrome as determined by a GM.
Name: Cat's Luck
Value: 2
Prerequisite: None
Effect: Once per mission, this character may choose a dodge check to roll twice and take the better of the two rolls.
Name: Deathless Spirit
Value: 2.5
Prerequisite: None
Effect: This character has a 20% chance (on a luck roll, 801+) to resist effects that automatically inflict the "Death" status. This does not affect a character suffering the "Death" status due to loss of HP.
Name: Illusion Resistance
Value: 2
Prerequisite: None
Effect: This character gains a +10 bonus to checks resisting or seeing through an illusion, whether physical, technological, magical, or psionic.
Name: Spell Resistance
Value: 3
Prerequisite: None
Effect: This character gains +100 natural magical damage soak.
Name: Scion
Value: 2.5
Prerequisite: None
Effect: This character is considered to be constantly under the effect of "Detect Magic," able to discern magical or spiritual energies within one Area. This will alert them of creatures and objects that are magical in nature, but with the effect "always on," it doesn't guarantee recognition, identification, or a precise location.
Name: Merciless Magic
Value: 2
Prerequisite: None
Effect: When this character strikes a target under a status ailment with magic(some may not apply), this character deals +250 magic damage.
Name: Astral Chameleon
Value: 2
Prerequisite: None
Effect: This character's spiritual signature blends into the background of its environment. When magical, spiritual, etc. detection is being used, this character is considered under Mild "Invisibility" status, raising its anti-detection roll result by 25% (if the character rolls a 60, the result is treated as 75).
Name: Marked Touch
Value: 1
Prerequisite: None
Description: Your character leaves spiritual residue on objects he or she touches. This may be used to track objects or belongings, but also allows others to track and recognize you easier.
Name: Phobia
Value: -2
Prerequisite: None
Effect: This character has an unnatural fear of...something. Must specify the phobia upon taking this trait. Character suffers Moderate "Stop"(Character has a 50% chance of not acting, but can still flee) when in the presence of this fear.
Name: Astral Beacon
Value: -2
Prerequisite: None
Effect: This character's spiritual presence, even if not manifested as magical power, makes it very apparent to magical, spiritual, psionic, astral, etc. detection. this character rolls a step lower on Stealth checks if another creature or object is using spiritual means of detecting this character.
Name: Unholy
Value: -3
Prerequisite: None
Effect: You may not be of the darkness but you have a bond to something dank and dark. Regardless of how it affects or does not affect your personality divine objects deal double damage to you. THIS is not darkness, merely a state of being.
Name: Divine
Value: -3
Prerequisite: None
Effect: You are touched by the gods or the light of your faith. Because of this evil often can corrupt those in power faster than those without it, seeing the light with the wish to snuff it out. Objects of the damned deal double damage to you. THIS is not holy, merely a state of being.
Name: Vampirism - 2 Points
Your body has adaptations be they magical or biomechanical in order to benefit from the consumption of lifeforce of vitae. Although this trait is commonly found among vampires, this trait is not exclusive to them. Vampirism bestows a special type of point known as Vitae, which serve several functions. Vitae can be replenished by grappling a compatible target and making an unarmed attack to bite, or by feeding on an unconscious victim, both restore 1 Vitae per action in addition to any damage you may deal. By default, you have 5 Vitae, and gain 1 for every 100 spirit. They may be spent in the following ways, and may be spent multiple at a time.
Spend 1 Vitae to recover your Base Magic Damage in health
Spend 1 Vitae to recover 500 MP
Spend 1 Vitae to recover 1 Luck Point
Spend 1 Vitae (per Level) to activate a Discipline instead of spending health
Name: Lesser Photophobia - -1 Point
You possess an allergy or similar negative reaction to daylight. While exposed to natural light (or any similar light), your body deteriorates. Natural regeneration is overwhelmed as the body works to undo the damage. Increasing exposure produces more severe effects which persist until exposure stops. Damage incurred is healed on rest:
Immediate: Regeneration ceases
1 Hour: Poison
2 Hours: Venom (500 hp/max hp lost per combat round or minute)
4 Hours: Virus (1000 hp/max hp lost per combat round or minute)
Name: Greater Photophobia - -3 Points
Your body has a severe, painful, and violent reaction to daylight. While exposed to natural light (or similar light), your body immediately begins to deteriorate on a spiritual level. In addition to the affects of Lesser Photosensitivity, your body is unable to be healed, and can neither recover nor use MP.
Name: Discipline: Auspex – 1-3 Points
Auspex is a supernatural ability which dramatically enhances the users perception beyond physical norms. This ranges from senses superior than biology to allow to the ability to detect magic and even examine spiritual auras for clues. Invoking Auspex drains lifeforce, either costing the users own lifeforce (in the form of max hp, recovered after rest) or 1 Vitae per level. Each level of Auspex bestows the previous level automatically.
Level 1: Supernatural Senses – Grants advantage on Perception checks for the next 5 minutes. (1250 hp)
Level 2: Aura Sense – Allows the user to view magic as a colored aura and see through illusion, acting as both Detect Magic and True Sight. (2500 hp)
Level 3: Study Resonance – Allows the user to study auras for information. For objects, this provides information about the object or previous owners or uses. For living beings, this functions as a full scan. (5000 hp)
Name: Discipline: Celerity – 1-3 Points
Celerity is a supernatural ability to expend lifeforce to enhance the users agility beyond the biological limit. When invoked, the world seems to slow, and the user seems to move with a blur of motion. Invoking Celerity drains lifeforce, either costing the users own lifeforce (in the form of max hp, recovered after rest) or 1 Vitae per level. Each level of Celerity bestows the previous level automatically.
Level 1: Blink – The next non-combat athletic or acrobatic check made is automatically the highest possible outcome. (1250 hp)
Level 2: Rapid Reflexes – The user gains advantage on their next dodge. (2500 hp)
Level 3: Unerring Aim – The target of the users next attack rolls at disadvantage (5000 hp)
Name: Discipline: Dominate: 1-3 Points
Dominate is a supernatural ability to exert willpower and influence over a target. When invoked, it interferes with the targets natural thought process. This ranges from simple illusion to direct mind control. Invoking Dominate drains lifeforce, either costing the users own lifeforce (in the form of max hp, recovered after rest) or 1 Vitae per level. Each level of Dominate bestows the previous level. For the purposes of combat rolls, the user may use Concentration or Telepathy as offensive skills, and the defender must defend with Concentration at disadvantage. This does not bypass immunities and resistance; however, the cost is refunded if the target is immune.
Level 1: Dementation – Projects distorted images and incorrect sensory input to the target. Inflicts Acute Confuse (Panic) on the target. (1250 hp)
Level 2: Directive – Sends a simple thought or idea to the target. The victim of this ability does not realize the thought or idea is not their own. (2500 hp)
Level 3: Dominion – Compels the target to obey orders given by the user. Inflicts Terminal Confuse (Manipulation) on the target. (5000 hp)
Name: Discipline: Potence: 1-3 Points
Discipline is a supernatural ability to exert raw muscular force. When invoked, it enhances the muscular ability of the user far beyond their normal capabilities. This has both combat and non-combat applications. Invoking Potence drains lifeforce, either costing the users own lifeforce (in the form of max hp, recovered after rest) or 1 Vitae per level. Each level of Potence bestows the previous level automatically. Uniquely, Level 3 is passive, and does not cost anything to invoke.
Level 1: Lethal Body – The next unarmed attack is made one step higher and deals unsoakable damage. (1250 hp)
Level 2: Prowess – The next athletic roll or skill check involving a strength roll is rolled one step higher. (2500 hp)
Level 3: Fist of Caine – Your unarmed attacks deal damage to enemies otherwise immune to physical attacks (heartless, gnosis, spirits, etc)
Name: Bond to the Land
Value: 2
Prerequisite: None
Effect: Choose a terrain type (urban, jungle, forest, plains, etc.). When operating in that terrain, gain +10 to Movement checks made in that terrain.
Name: Camouflage
Value: 2
Prerequisite: None
Effect: Choose a specific terrain type (urban, jungle, forest, desert, etc.). When this character is operating in this environment, this character benefits from Mild "Invisible" status. Attacks rolled under 25% of the attacker's possible roll miss automatically. The Faded character's anti-detection roll results are raised to 125% (a roll result of 60 becomes 75).
Name: Temperate
Value: -2
Prerequisite: None
Effect: This character is more susceptible to changes in the environment's temperature, suffering more severe environmental penalties due to heat, cold, moisture, etc. The player rolls a step down on all physical actions untell suitable standards are found or provided for them.
Name: Elemental Repulsion
Value: -3
Prerequisite: None
Description: Your character has repulsion to a given element and can not stand to be in the same room as it. This may be due to a character of ice element being in a room of fire, or it may be a vampire being in a room of light.
Name: Critter Spook
Value: -2
Prerequisite: None
Effect: This character puts off a vibe that subsentient creatures just do not like. When confronted by monsters or subsentient creatures, this character is the primary target out of fear or agitation.
Name: Cornered Fury
Value: 2
Prerequisite: None
Effect: When this character is alone in an initiative battle, roll one step higher on attack, defense, magic, and magic defense checks.
Name: Defensive Training
Value: 3
Prerequisite: None
Effect: This character is considered always under the effect of Moderate "Counter" status. A counter attack that comes with a Critical defense receives a +500 damage bonus.
Name: Eternal Hope
Value: 2.5
Prerequisite: None
Effect: Once per mission, when this character rolls a super-botch (bottom 1% of roll value), this character may roll a second time, but must accept the outcome of that second result.
Name: Fearless
Value: 2
Prerequisite: None
Effect: This character gains a +10 bonus when rolling against Speechcraft checks.
Name: Mist Child
Value: 3
Prerequisite: None
Effect: This character gains a +10 to Stealth checks.
Name: Mountain-born
Value: 3
Prerequisite: None
Effect: This character gains a +10 to Acrobatics checks.
Name: Stability
Value: 2.5
Prerequisite: None
Effect: This character has a 20% chance (on a luck roll, 801+) of resisting the "Off Guard" status family when it's inflicted.
Name: Stubborn
Value: 2
Prerequisite: None
Effect: When resisting the "Confuse" status family, this character gets to roll defense against it twice and choose the better of the two results.
Name: Emissary
Value: 2
Prerequisite: None
Effect: Once per encounter, when making a Speechcraft check, this character may roll twice and take the better of the two results.
Name: Curiosity
Value: 2
Prerequisite: None
Effect: This character gains a +10 bonus when making Gather Information checks.
Name: Master Tinker
Value: 3
Prerequisite: None
Effect: This character can use any weapon or item it's crafted without suffering the untrained skill penalty.
Name: Scavenger
Value: 3
Prerequisite: None
Effect: When making a loot or a Search check, this character may roll twice and take the better of the two results.
Name: Silent Hunter
Value: 2
Prerequisite: None
Effect: This character benefits from a +10 bonus when conducting a Sneak Attack.
Name: Stalker
Value: 2
Prerequisite: None
Effect: This character benefits from a +10 bonus when using Perception or Search checks to track a target creature.
Name: Quick Reactions
Value: 2
Prerequisite: None
Effect: This character benefits from a +10 bonus when rolling flat-footed or against Reaction checks.
Name: Arcane Focus
Value: 3
Prerequisite: None
Effect: This character benefits from a +10 bonus when making a magic defense check.
Name: Deep Magic
Value: 2
Prerequisite: None
Effect: This character benefits from a +10 bonus when casting dispel effects against a target object or creature.
Name: Gatecrasher
Value: 2
Prerequisite: None
Effect: When opposing a creature under the "Concealment" status effect, this character's attacks reduce the severity of that status by one each turn, whether a success or a failure.
Name: Kneecapper
Value: 3
Prerequisite: None
Effect: When this character inflicts the "Off Guard" status effect, it is considered to be one severity higher than normal.
Name: Relentless
Value: 3
Prerequisite: None
Effect: When this character inflicts the "Knockback/Wall Rush" status, it is considered to be one severity higher than normal.
Name: Sky Sentinel
Value: 2
Prerequisite: None
Effect: This character benefits from a +10 bonus to Athletics checks while flying.
Name: Black Cat
Value: 2
Prerequisite: None
Effect: Once per encounter, this character may expend 5 Luck Points and force an attacker to re-roll its attack. This must be declared before the character makes its defense roll, and the attacking target must use the second result.
Name: Natural Charmer
Value: 2
Prerequisite: None
Effect: In certain cases (GM determination), this character may "take 10" while performing Speechcraft checks.
Name: Merciless Precision
Value: 2
Prerequisite: None
Effect: When this character deals a Sneak Attack against a target that is already under a status ailment (some may not apply), this character adds 1* to its Sneak Attack damage multiplier.
Name: Trap Wrecker
Value: 2
Prerequisite: None
Effect: This character may choose to disarm traps or similar devices with brute force. Instead of using a "Sleight of Hand" check to disarm it, the character may instead use a Weapon Proficiency.
Name: Giant Killer
Value: 3
Prerequisite: None
Effect: This character specializes in fighting creatures larger than it. When fighting creatures bigger than you, who are using "Giant" or "Tiny" traits, this character gains a +10 bonus to physical attacks and physical defense against that target for each level that creature is above the character (i.e.: a Giant 1 character vs a Giant 3 character would benefit from +20, while a Tiny 2 character vs a Giant 2 character would gain a +40 bonus).
Name: Bully
Value: 3
Prerequisite: None
Effect: This character specializes in defeating creatures smaller than it. When fighting creatures using the "Giant" or "Tiny" traits, this character gains a +10 bonus to physical attacks and physical defense against that target for each level that creature is below the character (i.e.: a Giant 2 character vs. a character without a size trait would benefit from +20, while a Giant 2 character vs. a Tiny 2 character character would gain a +40 bonus).
Name: Combat Paralysis
Value: -3
Prerequisite: None
Effect: This character hesitates when it comes to direct, violent confrontation. When this character rolls intiative, its Awareness score is reduced by half.
Name: Gremlins
Value: -1.5
Prerequisite: None
Effect: This character isn't very good with technology. When making Computer Use or other high-tech related checks, this character rolls one step lower.
Name: Unsteady Hands
Value: -3
Prerequisite: None
Effect: This character suffers a penalty to fine work. When performing Sleight of Hand or Artisan checks, this character rolls one step lower.
Name: Shards of the Past
Value: 1-3
Prerequisite: None
Effect: This character may choose up to three skills to be considered "Extra Training," allotting them 65 skill points apiece to those particular skills. Each skill costs 1 point.
Name: Thrill of the Kill
Value: 3
Prerequisite: None
Effect: When this character scores a critical hit against a target, gain half the damage as Limit Break or Trance points. If the attack is against multiple targets, the points can only be taken once, not per target.
Name: Ambidextrous
Value: 2.5
Prerequisite: None
Effect: This character halves penalties incurred from Dual Wielding.
Name: Analytical Mind
Value: 2
Prerequisite: None
Effect: When performing checks involving complex problems (traps, puzzles, etc.), this character gains a +10 bonus to the required skill; or, if the puzzle is unchecked, the character can be given a "hint" by a GM to solve the puzzle.
Name: Flashback
Value: 0.5
Prerequisite: None
Description: Your character experiences flashbacks of a given event at random times. To your character, it feels as though they are in that place, at that time. Generally these are significant moments… and may be trying to tell you something.
Name: Omen Sight
Value: 1
Prerequisite: None
Description: A limited version of precognitive vision, this allows a character to see signs that may indicate a future event. This may include cryptic visions, recognition of omens, or other similar signs.
Name: Clairvoyant (Controlled or Uncontrolled)
Value: 2 (Controlled) or 1 (Uncontrolled)
Prerequisite: Omen Sight
Effect: Your character is oddly sensitive to visions and may have visions of other places. These visions however are a double edged sword, and may contain things you do not wish to see…
Name: Precognition (Controlled or Uncontrolled)
Value: 2 (Controlled) or 1 (Uncontrolled)
Prerequisite: Clairvoyant
Effect: Your character sees visions of the future at varying intervals. These may be cryptic visions, or complete sections of events to come. Like Clairvoyance, there is a heavy burden placed on precognitive beings…
Name: Hand of Fate (Controlled or Uncontrolled)
Value: 3.5 (Controlled) or 2 (Uncontrolled)
Prerequisite: Precognition
Effect: Your character has further developed and learned to understand their powers. This power may mean one of two things, that you are able to change the course of events, or that you SET the course of events in motion by way of your actions.
Name: Past Life
Value: 3
Prerequisite: None
Effect: The character has more then one lifetime under its belt, due to reincarnation of some sort or an alien life cycle. The character gains an additional 50 starting EXP to account for their extended journey through the living world. This can only be taken at character creation.
Note: If combined with junior hero player must take hunted.
Name: Junior Hero
Value: 1-5
Prerequisite: None
Effect: A regular hero in their own right. These beings are those who have already had and succeeded on trails and adventures in thier respective lives before arrival within the game. This increases their starting xp to account for such a harrowing tale. This can only be taken at character creation.
Note: If combined with past life, player must take hunted.
20 xp = 1 point
40 xp = 2 points
60 xp = 3 points
80 xp = 4 points
100 xp = 5 points
Name: Windfall Cash
Value: 4
Prerequisite: None
Effect: Increases starting Credits by 10%. When Mission-Based Credits are given out, roll Luck (1d1000+LuckBonus). (Result/15)% bonus to the credit reward (So a perfect 1000 would grant +66%, or two thirds the reward. A 500 would grant +33%, or one third more, ect). This applies only to end-of-mission rewards, not treasure finds, enemy drops, or selling items.
Name: Hidden Assets
Value: 3
Prerequisite: None
Effect: This character has access to unusually vast resources for a player, and may include corporate holdings, trust accounts, stocks, or other non cash assets. While not directly cash, a character may make transfer some to cash. Transferring too many, however, or violating the rules of the account, may lead to loss of access or criminal charges.
Name: Millionaires Club
Value: 2
Prerequisite: Hidden Assets
Effect: This characters personal holdings are very vast and exceed one million credits. They may get away with larger withdrawls than a smaller character, but are also recognizable for their wealth, which may attract undesirable attention.
Name: Daredevil
Value: 1
Prerequisite: None
Effect: When in mortal danger by circumstance, below 50% HP, or actively attempting something that promises injury on a failure, the human with this feat gains a +10 to whatever roll is called for. If more than one of these are true, each additional grants another +5. The third only applies to dodges if an Athletic skill is used instead of Reaction.
Name: Common Sense
Value: 3
Prerequisite: None
Description: You have demonstrated the rarely seen common sense, and the GM will occasionally give you warnings if a character should be aware of consequences of their actions.
Name: Wild Skill
Value: 0
Prerequisite: None
Effect: A skill has a wide degree of variance. You may be a savant one day, or a moron the next. This can have a wide range of effects which may save or destroy you. The general template works on a 1d5 whenever the skill is used.
1: Catastrophic (Automatic 1, negates Inspector Gadget Syndrome)
2: Bad (Roll is reduced by ½)
3: Normal Performance
4: Good (Roll is doubled)
5: Excellent (Roll is doubled and counted as a divine, adding a second roll to the total)
Name: The Power of Love
Value: 0
Prerequisite: None
Effect: An odd trait, this indicates that the character has a significant attachment to another living being. When the other person is nearby, they gain benefits, and may even live solely due to the other persons presence. Should the other person be in danger, this will grant situational bonuses due to passion. Should this relationship end, this trait will grant penalties until it is removed by a gm.
Name: Marked for Death
Value: -4
Prerequisite: None
Effect: Your character is fated to die. Your grisly end is predetermined, and you see visions of your approaching death. At some point during the campaign, you will die and your character is aware of this fact. As you know some of the circumstances that will surround it, this also may liberate you. Once this trait is assigned, it is permanent and unavoidable. Fate points may not be spent to avoid this end, however it does not necessarily preclude other death.
Name: Skeleton in the Closet
Pre-Requisite: GM Assigned
Description: You have a hidden secret which could come back to haunt you…
Name: Haunted
Pre-Requisite: Skeleton in the Closet
Description: Your character has a skeleton in the closet in the form of a living or possibly dead being they’ve annoyed. This character will go out of their way to cause problems for you, and would like to make your life a short, living hell.
Name: Phobia
Value: -2
Prerequisite: None
Description: Your character has a crippling fear of something. Generally speaking the phobia is only listed if it is consequential (fear of dying in small places while a candle is burning does not need to be listed, fear of water does).
Name: Permanent Wound
Value: -1
Prerequisite: None
Description: Your character has suffered a permanent wound which can not be healed. The details of this wound may vary, but it can not be regenerated or treated medically without very advanced technology or magic.
Name: Absent-Minded
Value: -3
Prerequisite: None
Effect: Your character has proven to be absent minded. Leveling skills is more difficult for you, and your skills require an additional 10 checks to learn.
Name: Bad Luck
Value: -3
Prerequisite: None
Effect: This character suffers from poor luck by nature, so influencing it is an uphill battle. Luck points are only half-effective, each one only granting a +5 to a roll result rather than +10.
Name: Combat Junkie
Value: -2.5
Prerequisite: None
Effect: This character loves to fight. LOVES to fight. The character rolls a step lower on Speechcraft checks naturally. This character also feels compelled to attack first to solve problems, requiring a Concentration check to resist the urge, the DC equaling that character's highest Weapon Proficiency skill plus their current equip weapons to-hit.
Name: Elemental Touch
Value: -2
Prerequisite: An Elemental Affinity feat.
Effect: Your characters affinity is out of control, and manifests itself on whatever is touched by the skin. Items may ignite in flames, freeze, reduce to dust, crush from air pressure, or disappear into light or darkness.
Name: Swift Learner
Value: 4
Prerequisite: None
Description: The staggering ability of humans to seek and take in new forms of knowledge is rivaled only by their apathetic disinclination to do so. Halves the time requirement to pick up a new Skill or increase the level of the lowest one has at the time. This benefit -cannot- apply to their highest level skill, even if it is also tied for their lowest level skill.
Name: Clean Reputation
Value: 2
Prerequisite: None
Effect: Your character is known to be a kind and honest soul. While this can anger the wrong people, even they will acknowledge that you do not tend to lie, which can give you an upper hand in trading. -10 to Intimidation, but +10 to Diplomacy.
Name: Famous/Infamous
Value: 2
Prerequisite: "Clean Reputation" or "Dirty Reputation"
Description: Your characters reputation proceeds you. People in distant lands will have heard of your deeds and may react accordingly.
Name: Mistaken Identity
Value: 1
Prerequisite: Famous/Infamous
Description: Your character is confused commonly with someone famous or infamous. This can be both a boon and a burden depending on the circumstances.
Name: Intelligence Network
Value: Varies
Prerequisite: None
Effect: You have access to a network of resources which can obtain information in the right circuits. The broader the scope of the network, the broader the information, but the more general it becomes. Use of the network is an IC action and must be roleplayed. This trait has no function if the network can not be reached.
Name: A Favor Owed
Value: Varies
Prerequisite: None
Effect: Someone of power owes you a favor. A political figure, a legal figure, a corporate figure owes you a debt of gratitude that you can call at your whim for a favor. Simply remind the person of the favor and they may do their best to help you.
Name: Confidence
Value: 1
Prerequisite: None
Description: Your character exudes confidence. Gain a +5 to diplomacy and intimidation checks, and a +5 to your characters main skill (chosen by gm).
Name: Black Market Ties
Value: 2 per level
Prerequisite: None
Effect: You have a connection to the black market, and are on good terms with them. You have the ability to acquire or make requests, though these are not cheap.
Level 1: Small weapons, illicit items
Level 2: Medium weapons, stolen goods
Level 3: Low grade military weapons, rare cares and items
Level 4: Specific items, high grade military weapons, restricted items
Level 5: Rare weapons and items, top secret weapons, very specific items
Name: Judicial Ties
Value: 2 per level
Prerequisite: None
Effect: You have connections in the legal system. You know the way the game is played and know how to play it well. People will try to please you, though they may expect favors in return.
Level 1: Small infractions may be overturned
Level 2: Mistrials may be declared on some minor criminal offenses
Level 3: Larger misdeeds may be overlooked
Level 4: Grievous and heinous actions may be overlooked, some local laws may be changed
Level 5: National laws and supreme court decisions may be bent in your favor. You likely know a member of the supreme court.
Name: Corporate Ties
Value: 2 per level
Prerequisite: None
Effect: You have connections in the corporate world. Money talks, and on the right worlds, people will listen to it more than common sense. Your corporate friend may provide resources.
Level 1: You have the support and resources of a local business
Level 2: You have the support of a small local chain of 2-5 businesses.
Level 3: You have the support of a large national chain of 6-50 businesses.
Level 4: You have the support of a very large conglomerate corporation, which runs hundreds of operations across a world
Level 5: You have gained the support of a galaxy 5000 corporation and its resources.
Name: Media Ties
Value: 2 per level
Prerequisite: None
Effect: You have strong connections in the world of media and know what spins a good story. For this reason, people in the media world tend to know of and listen to you, and may take stories on your suggestion.
Level 1: You have control of a local news paper or community TV station
Level 2: You have control over a local cable TV channel or publication
Level 3: You have control over a national TV channel or publishing company
Level 4: You control an entire media network that spans the globe
Level 5: You control an interplanetary media conglomerate
Name: Disfigured
Value: -2
Prerequisite: None
Description: Your character is horribly disfigured, perhaps scarred, or otherwise notable. You are more recognizable to people and easily remembered, which can be a blessing and a curse.
Name: Dirty Reputation
Value: -2
Prerequisite: None
Description: Your character is well known to be devious and double dealing. While this may or may not mean evil, it does mean your word can not be trusted at times, which makes you the bane of law enforcement. Your questionable morality also gives you a +10 to intimidation, while accepting a -10 to diplomacy.
Name: Hunted
Value: -2
Prerequisite:
Effect: Someone or something is tracking your character, and they want to find you. It may be that you are wanted, angered the wrong person, or they want to give you something, but your pursuers are closing. Any GM, at any point in time can call for a luck role with a player and initiate combat vs. an monster, being or entity.
Name: Species Communication
Value: 2
Prerequisite:
Effect: You possess an ability to communicate with your fellow species. This can be telepathic, electric signals, echo communication, growls/chirps, or any other form of communication. This does not require a skill
Name: Prehensile Tail
Value: 3
Prerequisite:
Effect: Grants an additional attack that can even wield weapons, at halved Strength and Dexterity. This only applies to one attack per round if the taker also has a second turn Feat.
Name: Whip Tail
Value: 2
Prerequisite: None
Effect: Grants +10 to balance checks, and grants a free attack at halved Strength and Unarmed weapon mod. This only applies to one attack per round if the taker also has a second turn Feat.
Name: Hammer Tail
Value: 2
Prerequisite: None
Effect: Reduces chance of being knocked down by 10%. Grants a free attack at +250 damage or Unarmed bonus (whichever is higher) weapon mod, and halved Dexterity. This only applies to one attack per round if the taker also has a second turn Feat.
Name: Bladed Tail
Value: 4
Prerequisite: Natural Weapon
Effect: At creation decide at damage type (slashing, blunt or piercing), grants a free attack full Strength and natrual weapon damage. Cannot gain benefits
Name: Stinger
Value: 3
Prerequisite: Natural Weapon
Effect: Allows a special unarmed attack that deals either Poison effect with damage per turn equal to the Health stat, or a single round of Pain. Despite dealing no damage, the character's base damage*2 must be -capable- of getting through the target's soak.
Name: Mauling Fangs
Value: 3
Prerequisite: Natural Weapon
Effect: +10 to checks made to keep a grappled locked in on an enemy, or simply hold onto something. For every failed attempt by the target to escape, deals base damage without applying soak.
Name: Venom Fangs
Value: 3
Prerequisite: Natural Weapon
Effect: When this character attacks and bites using this natural weapon (treated as a Martial Arts weapon), inflicts a special "Poison" effect with damage per turn equal to twice the character's (not target's) health stat.
Name: Aquatic
Value: 2
Prerequisite: None
Effect: Grants an overall +15 to physical actions while underwater. Depending on the exact circumstances, this will either triple the lung capacity of the holder, or allow one to breathe water.
Name: Flight
Value: 2
Prerequisite: None
Effect: The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly short distances., and can (inc/dec)rement thrust only within two marks of the current thrust using the thrust system.
Name: Improved Flight
Value: 3
Prerequisite: Flight
Effect: The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly long distances., and can use the full thrust system.
Name: Tunneling
Value: 2
Prerequisite: None
Effect: The same as the Dig ability of the same vein.
Name: Tentacles
Value: 2
Prerequisite: None
Effect: Can be taken up to three times. Each tentacle attacked with grants a bonus strike at base damage, with overall bonus divided by the number of them attacking total. Each can also be occupied to grant a +5 to holding on to something.
Name: Tongue
Value: 2
Prerequisite: None
Effect: The massive tongue can be used to grab things at a distance, with doubled Strength for purposes of holding onto it, but quartered strength for purposes of moving actual weight.
Name: Tough Hide
Value: 2
Prerequisite: None
Effect: Grants half base Physical Soak as natural, physical armor.
Name: Hooves
Value: 2
Prerequisite: None
Effect: Halves environmental hazards as long as they only exist at floor level, and boosts running speed by half again. Improves Kicking weapon damage multiplier by 1.
Name: Burst Speed
Value: 2
Prerequisite: None
Effect: Once per half hour, the character can double his running speed for one round. This is accompanied by an Endurance check vs one's own Dexterity, failure resulting in exhaustion (one round spent recovering)
Name: Trailblazer
Value: 2
Prerequisite: None
Effect: Allows one to move at normal walking speed while tracking.
Name: 360° Vision
Value: 2
Prerequisite: None
Effect: This character can visually perceive things in a full sphere around itself, but only within 1 Area. This character gains a +10 bonus to Perception checks, including against Sneak Attacks and Stealth attempts against it, within that Area.
Name: Quills
Value: 2
Prerequisite: None
Effect: This character has protrusions from its epidermal layer that behave as a defensive mechanism. When this character is attacked with the Martial Arts skill, this character automatically deals back damage equal to its physical damage soak.
Name: Thick Pelt
Value: 2
Prerequisite: None
Effect: This character has a dense layer of covering over its epidermis, reducing the effects of Blazing, Heat, and Freeze status effects by one severity. This will also allow some (GM determination) protection against environmental effects.
Name: Camouflage Fur
Value: 2
Prerequisite: None
Effect: This character's exterior is adaptable to camouflage in low-light environments. When performing a Stealth check in low-light areas (GM determination), this character gains a +10 bonus.
Name: Balance Receptor
Value: 2
Prerequisite: None
Effect: This character may roll twice and take the higher result when performing Athletics or Acrobatics checks regarding balance (GM determination); for instance, this will not affect normal speed running or climbing, but when on narrow ledges or similar tricky situations.
Name: Bicardial
Value: 2.5
Prerequisite: None
Effect: This character has two organic hearts, allowing the character to halve this character's "to-live" DCs when suffering from Acute "Death" status.
Name: Bio-sonar
Value: 2
Prerequisite: None
Effect: This character can emit and receive ultrasonic pulses, allowing it to "see" and make Perception checks in complete darkness. This constitutes "low light vision," but does not aid a character in combat-related checks.
Name: Natural Weapon (claws, bone spikes, horns, proboscis, etc.)
Value: 2
Prerequisite: None
Effect: This character can use protrusions on its limbs as Martial Arts weapons. These weapons cannot be removed from the character, are treated as "Favored Weapons," and are upgraded as normal Gloves (DC, cost, etc.).
Name: Setae
Value: 2
Prerequisite: None
Effect: This character's limbs possess either tiny microfibers or other "sticky" traits that allow it to climb, benefitting from a +10 bonus to Acrobatics checks.
Name: Thermographic Sensitivity
Value: 2.5
Prerequisite: None
Effect: This character possesses "heat senses," whether it's visually, haptically, or otherwise. This character may perform Perception checks to determine heat sources or sources of intense cold, whether they're creatures or objects.
Name: Bioluminescence
Value: -2
Prerequisite: None
Effect: This character, or a portion of it (eyes, hair, etc.) emits a glow that is only visible in the darkness. That makes it easier to pick them out in otherwise difficult situations. This character rolls a step down on stealth roles in this situation. But hey, they are a great source of light!
A measure of ability inherent to a character whether by nature or nurture, a 'trait' is a separate points-based system from the rest of a character's sheet. These represent racial, environmental, natural, or acquired aspects of a character that aren't expressed in other parts of their sheets.
Each character is allotted a pool of 18 points with which to assign traits. Traits that will or may negatively affect a character through play or incur a penalty will have negative point values, which can be used to reduce the total number of positive traits listed. This is one way to gain more traits than would normally be available due to point restrictions.
GMs may assign, modify, or remove traits based on gameplay or story at any time.
_____________________________________________________________________________________________
Name: Hardy
Value: 3
Prerequisite: None
Effect: This character gains +100 natural physical damage soak.
Name: Nimble Faller
Value: 2
Prerequisite: None
Effect: When this character suffers the "Knockdown/Wall Rush" status effect, reduce the damage inflicted by 25%.
Name: Dreamspeaker
Value: 2
Prerequisite: None
Effect: This character, when inflicted, reduces the severity of the "Sleep" status family by one.
Name: Lightbringer
Value: 2
Prerequisite: None
Effect: This character, when inflicted, reduces the severity of the "Blind" status family by one.
Name: Ferocity
Value: 3
Prerequisite: None
Effect: This character is considered to be consistently under Mild "Endure" status. The character is able to survive one one-hit/area attack that would normally render him/her unconscious (below 0 HP, above Death Threshold) with 1 HP.
Name: Transhuman
Value: 3
Prerequisite: None
Effect: The character is able to install specific Mechanical Augmentations into their bodies, which will convert Item Slots into Augmentation Slots. When an Item Slot is converted, it can not be converted back! If a character's Item Slot count drops below the amount that their augmentations occupy (that is, if a character goes from 10 Slots total (6 Item, 4 Aug) to 3 Slots (0 Item, -1 Aug)), a character will begin undergoing rejection syndrome.
Name: Born Alone
Value: 3
Prerequisite: None
Effect: When this character reduces a target below 0 HP, character gains the HP from the felling blow back as restored HP.
Name: Resilient Brute
Value: 4
Prerequisite: None
Effect: When this character uses "Brace" to defend against a melee attack, this character may use "Counterstrike" advanced skills as if the attack had been blocked.
Name: Improved Sense
Value: 3
Prerequisite: None
Effect: Your senses are more advanced than other races or beings, and give you a +25 to Perception checks using that sense.
Name: Status Effect Resistance
Value: 3
Prerequisite: None
Effect: Occurrence rate of [Blind], [Confuse], [Disease], [Poison], [Silence], [Bleeding], and [Shock] up to Acute reduced by 10%, and Duration of any such status reduced by 1.
Name: Status Effect Immunity - Cybernetic
Value: 3.5
Prerequisite: None
Effect: Your body is completely immune to specific status effects due to artificial construction. A status effect is considered to automatically fail upon you. If by some chance you are afflicted, its status duration and effect level are lowered by 1. Note, certain status will always be afflicted
Name: Status Effect Immunity - Biological
Value: 3.5
Prerequisite: None
Effect: Your body is completely immune to a specific or set of status effects for biological reasons. A status effect is considered to automatically fail upon you. If by some chance you are afflicted, its status duration and effect level are lowered by 1. Note, certain status will always be afflicted
Name: Biological Strength
Value: 3
Prerequisite: None
Effect: The character's race is really really strong. STRONG. They are this way due to biological factors more than size or training, their bodies may be composed of denser materials or have super-efficient motive systems. This augments traits normally associated with the Strength stat.
Name: Giant 1
Value: 2
Prerequisite: None
Effect: Your character is above average size and looks like someone who would best not be trifled with. You gain a +15 to your intimidation checks, a +15% damage bonus and a -15% dodge bonus due to your size.
Name: Giant 2
Value: 2.5
Prerequisite: Giant 1
Effect: Your character is a massive hulking beast who stalks around the battlefield. Your immense size costs you a 25% dodge penalty, but nets you a massive 25% damage bonus, a +20 to intimidation checks, and the ability to dual wield without penalty, provided the weapon can be dual wielded normally. One person may use you as cover.
Name: Giant 3
Value: 3
Prerequisite: Giant 2
Effect: Provides a +25 to intimidation checks and a 50% physical damage bonus. Light projectile weapons (pistols, crossbows) deal no damage, however they suffer a 50% dodge penalty at range, 75% against melee. Any cover that basically isn't a building or terrain, sufficiently large smoke field, etc provides no bonus. While this character may not wield turrets as weapons, they are sufficiently large that turrets may be mounted to them. You are, however, large enough that your allies may use you as cover.
Name: Tiny 1
Value: 2
Prerequisite: None
Effect: Your character is smaller than the average person, and as such is a harder target to hit. You gain a +15% to dodge and a +5 to diplomacy checks (you look harmless), but your muscles deal 15% less the damage of a normal person.
Name: Tiny 2
Value: 2.5
Prerequisite: Tiny 1
Effect: Your character is miniscule, a much harder target. You gain a +25% to dodge and a +10 to diplomacy checks (you look harmless), but your muscles deal 25% less the damage of a normal person. In addition to this, you have a +25 bonus against 'called shots', as most weapons are zero'd to a target of human size. You fit into tight spaces better than other characters, which may award you unique opportunities.
Name: Tiny 3
Value: 3
Prerequisite: Tiny 2
Effect: Your character is the size of a mouse; even the smallest obstacle is a massive challenge unless someone carries you. Called shots and suppressing fire simply do not work on you, and you have a +50% dodge bonus vs any threat specifically aimed at you. Your strength based damage is negated entirely, and as most weapons your size would deal 1 hp damage; you will be forced to find alternate methods of combat. Any attack that does hit you that would damage a regular person deals double damage and automatic knock down. Also, damage soak? What's that??
Name: Low Pain Tolerance
Value: -3
Prerequisite: None
Effect: This character is more susceptible to pain. This character's physical and magical damage soak values are treated as if they are reduced by 25%.
Name: Weakness to EMP
Value: -2
Prerequisite: None
Effect: This character is susceptible to bursts of electromagnetic energy. While most things a character has (an artificial body, postmodern electronics, mechanical augmentations) are shielded in some way against EMP, dedicated EMP weapons and items can still damage or reboot systems, causing a myriad of different status effects temporarily.
Name: Adiposis
Value: -2.5
Prerequisite: None
Effect: This character is considered either exceptionally obese or just sluggishly large, and must roll Athletics checks one step lower.
Name: Mood Features
Value: -2
Prerequisite: None
Effect: This character has some type of feature that reacts to its emotional state, giving it away rather easily to creatures or objects that can recognize it. This character suffers a -10 to Speechcraft checks, whether offensive or defensive.
Name: Striking
Value: -1.5
Prerequisite: None
Effect: This character has some kind of natural attribute, whether it's skin color, hair color, eye color, etc., that makes it very easy to pick out in a crowd. If this character is recognized by a group, it will be easier to recognize and memories don't fade easily.
Name: Unusual Eyes
Value: -1.5
Prerequisite: None
Effect: Your eyes give you away. Something about your eyes is inhuman, they may be cat, demonic, fae, cetran, or other, but your eyes will give away your nature to anyone who looks at you close enough. Players must actively note this in conversation or interaction with a character.
Name: Slow Recovery (25%)
Value: -3
Prerequisite: None
Effect: Healing is unnaturally slow to take effect on you. Healing magic, items and first aid only heal 75% of their value on you, and if you are rendered unconscious before the remaining healing takes effect, the healing is halted.
Name: Slow Recovery II (50%)
Value: -3.5
Prerequisite: Slow Recovery I
Effect: Healing is unnaturally slow to take effect on you. Healing magic, items and first aid only heal 50% of their value on you, and if you are rendered unconscious before the remaining healing takes effect, the healing is halted.
Note: If taken with slow recovery, user only receives 25% of any healing magic, item, or first aid effect.
Name: Weak Immune System
Value: -3
Prerequisite: None
Effect: This character's immune system is heavily lacking in strength, due to a biological constraint or an environmental cause. When a character with this trait succumbs to a status effect, it is considered to be 1 Severity level higher than original, and will automatically last its full duration.
Name: Addiction (substance)
Value: -1
Prerequisite: None
Description: This character is chemically or physically dependent on an external subject of some kind, whether it's a drug, a chemical, or something simply necessary for them to live. Without this substance/item, a character will begin undergoing various forms of withdrawal syndrome as determined by a GM.
Name: Cat's Luck
Value: 2
Prerequisite: None
Effect: Once per mission, this character may choose a dodge check to roll twice and take the better of the two rolls.
Name: Deathless Spirit
Value: 2.5
Prerequisite: None
Effect: This character has a 20% chance (on a luck roll, 801+) to resist effects that automatically inflict the "Death" status. This does not affect a character suffering the "Death" status due to loss of HP.
Name: Illusion Resistance
Value: 2
Prerequisite: None
Effect: This character gains a +10 bonus to checks resisting or seeing through an illusion, whether physical, technological, magical, or psionic.
Name: Spell Resistance
Value: 3
Prerequisite: None
Effect: This character gains +100 natural magical damage soak.
Name: Scion
Value: 2.5
Prerequisite: None
Effect: This character is considered to be constantly under the effect of "Detect Magic," able to discern magical or spiritual energies within one Area. This will alert them of creatures and objects that are magical in nature, but with the effect "always on," it doesn't guarantee recognition, identification, or a precise location.
Name: Merciless Magic
Value: 2
Prerequisite: None
Effect: When this character strikes a target under a status ailment with magic(some may not apply), this character deals +250 magic damage.
Name: Astral Chameleon
Value: 2
Prerequisite: None
Effect: This character's spiritual signature blends into the background of its environment. When magical, spiritual, etc. detection is being used, this character is considered under Mild "Invisibility" status, raising its anti-detection roll result by 25% (if the character rolls a 60, the result is treated as 75).
Name: Marked Touch
Value: 1
Prerequisite: None
Description: Your character leaves spiritual residue on objects he or she touches. This may be used to track objects or belongings, but also allows others to track and recognize you easier.
Name: Phobia
Value: -2
Prerequisite: None
Effect: This character has an unnatural fear of...something. Must specify the phobia upon taking this trait. Character suffers Moderate "Stop"(Character has a 50% chance of not acting, but can still flee) when in the presence of this fear.
Name: Astral Beacon
Value: -2
Prerequisite: None
Effect: This character's spiritual presence, even if not manifested as magical power, makes it very apparent to magical, spiritual, psionic, astral, etc. detection. this character rolls a step lower on Stealth checks if another creature or object is using spiritual means of detecting this character.
Name: Unholy
Value: -3
Prerequisite: None
Effect: You may not be of the darkness but you have a bond to something dank and dark. Regardless of how it affects or does not affect your personality divine objects deal double damage to you. THIS is not darkness, merely a state of being.
Name: Divine
Value: -3
Prerequisite: None
Effect: You are touched by the gods or the light of your faith. Because of this evil often can corrupt those in power faster than those without it, seeing the light with the wish to snuff it out. Objects of the damned deal double damage to you. THIS is not holy, merely a state of being.
Name: Vampirism - 2 Points
Your body has adaptations be they magical or biomechanical in order to benefit from the consumption of lifeforce of vitae. Although this trait is commonly found among vampires, this trait is not exclusive to them. Vampirism bestows a special type of point known as Vitae, which serve several functions. Vitae can be replenished by grappling a compatible target and making an unarmed attack to bite, or by feeding on an unconscious victim, both restore 1 Vitae per action in addition to any damage you may deal. By default, you have 5 Vitae, and gain 1 for every 100 spirit. They may be spent in the following ways, and may be spent multiple at a time.
Spend 1 Vitae to recover your Base Magic Damage in health
Spend 1 Vitae to recover 500 MP
Spend 1 Vitae to recover 1 Luck Point
Spend 1 Vitae (per Level) to activate a Discipline instead of spending health
Name: Lesser Photophobia - -1 Point
You possess an allergy or similar negative reaction to daylight. While exposed to natural light (or any similar light), your body deteriorates. Natural regeneration is overwhelmed as the body works to undo the damage. Increasing exposure produces more severe effects which persist until exposure stops. Damage incurred is healed on rest:
Immediate: Regeneration ceases
1 Hour: Poison
2 Hours: Venom (500 hp/max hp lost per combat round or minute)
4 Hours: Virus (1000 hp/max hp lost per combat round or minute)
Name: Greater Photophobia - -3 Points
Your body has a severe, painful, and violent reaction to daylight. While exposed to natural light (or similar light), your body immediately begins to deteriorate on a spiritual level. In addition to the affects of Lesser Photosensitivity, your body is unable to be healed, and can neither recover nor use MP.
Name: Discipline: Auspex – 1-3 Points
Auspex is a supernatural ability which dramatically enhances the users perception beyond physical norms. This ranges from senses superior than biology to allow to the ability to detect magic and even examine spiritual auras for clues. Invoking Auspex drains lifeforce, either costing the users own lifeforce (in the form of max hp, recovered after rest) or 1 Vitae per level. Each level of Auspex bestows the previous level automatically.
Level 1: Supernatural Senses – Grants advantage on Perception checks for the next 5 minutes. (1250 hp)
Level 2: Aura Sense – Allows the user to view magic as a colored aura and see through illusion, acting as both Detect Magic and True Sight. (2500 hp)
Level 3: Study Resonance – Allows the user to study auras for information. For objects, this provides information about the object or previous owners or uses. For living beings, this functions as a full scan. (5000 hp)
Name: Discipline: Celerity – 1-3 Points
Celerity is a supernatural ability to expend lifeforce to enhance the users agility beyond the biological limit. When invoked, the world seems to slow, and the user seems to move with a blur of motion. Invoking Celerity drains lifeforce, either costing the users own lifeforce (in the form of max hp, recovered after rest) or 1 Vitae per level. Each level of Celerity bestows the previous level automatically.
Level 1: Blink – The next non-combat athletic or acrobatic check made is automatically the highest possible outcome. (1250 hp)
Level 2: Rapid Reflexes – The user gains advantage on their next dodge. (2500 hp)
Level 3: Unerring Aim – The target of the users next attack rolls at disadvantage (5000 hp)
Name: Discipline: Dominate: 1-3 Points
Dominate is a supernatural ability to exert willpower and influence over a target. When invoked, it interferes with the targets natural thought process. This ranges from simple illusion to direct mind control. Invoking Dominate drains lifeforce, either costing the users own lifeforce (in the form of max hp, recovered after rest) or 1 Vitae per level. Each level of Dominate bestows the previous level. For the purposes of combat rolls, the user may use Concentration or Telepathy as offensive skills, and the defender must defend with Concentration at disadvantage. This does not bypass immunities and resistance; however, the cost is refunded if the target is immune.
Level 1: Dementation – Projects distorted images and incorrect sensory input to the target. Inflicts Acute Confuse (Panic) on the target. (1250 hp)
Level 2: Directive – Sends a simple thought or idea to the target. The victim of this ability does not realize the thought or idea is not their own. (2500 hp)
Level 3: Dominion – Compels the target to obey orders given by the user. Inflicts Terminal Confuse (Manipulation) on the target. (5000 hp)
Name: Discipline: Potence: 1-3 Points
Discipline is a supernatural ability to exert raw muscular force. When invoked, it enhances the muscular ability of the user far beyond their normal capabilities. This has both combat and non-combat applications. Invoking Potence drains lifeforce, either costing the users own lifeforce (in the form of max hp, recovered after rest) or 1 Vitae per level. Each level of Potence bestows the previous level automatically. Uniquely, Level 3 is passive, and does not cost anything to invoke.
Level 1: Lethal Body – The next unarmed attack is made one step higher and deals unsoakable damage. (1250 hp)
Level 2: Prowess – The next athletic roll or skill check involving a strength roll is rolled one step higher. (2500 hp)
Level 3: Fist of Caine – Your unarmed attacks deal damage to enemies otherwise immune to physical attacks (heartless, gnosis, spirits, etc)
Name: Bond to the Land
Value: 2
Prerequisite: None
Effect: Choose a terrain type (urban, jungle, forest, plains, etc.). When operating in that terrain, gain +10 to Movement checks made in that terrain.
Name: Camouflage
Value: 2
Prerequisite: None
Effect: Choose a specific terrain type (urban, jungle, forest, desert, etc.). When this character is operating in this environment, this character benefits from Mild "Invisible" status. Attacks rolled under 25% of the attacker's possible roll miss automatically. The Faded character's anti-detection roll results are raised to 125% (a roll result of 60 becomes 75).
Name: Temperate
Value: -2
Prerequisite: None
Effect: This character is more susceptible to changes in the environment's temperature, suffering more severe environmental penalties due to heat, cold, moisture, etc. The player rolls a step down on all physical actions untell suitable standards are found or provided for them.
Name: Elemental Repulsion
Value: -3
Prerequisite: None
Description: Your character has repulsion to a given element and can not stand to be in the same room as it. This may be due to a character of ice element being in a room of fire, or it may be a vampire being in a room of light.
Name: Critter Spook
Value: -2
Prerequisite: None
Effect: This character puts off a vibe that subsentient creatures just do not like. When confronted by monsters or subsentient creatures, this character is the primary target out of fear or agitation.
Name: Cornered Fury
Value: 2
Prerequisite: None
Effect: When this character is alone in an initiative battle, roll one step higher on attack, defense, magic, and magic defense checks.
Name: Defensive Training
Value: 3
Prerequisite: None
Effect: This character is considered always under the effect of Moderate "Counter" status. A counter attack that comes with a Critical defense receives a +500 damage bonus.
Name: Eternal Hope
Value: 2.5
Prerequisite: None
Effect: Once per mission, when this character rolls a super-botch (bottom 1% of roll value), this character may roll a second time, but must accept the outcome of that second result.
Name: Fearless
Value: 2
Prerequisite: None
Effect: This character gains a +10 bonus when rolling against Speechcraft checks.
Name: Mist Child
Value: 3
Prerequisite: None
Effect: This character gains a +10 to Stealth checks.
Name: Mountain-born
Value: 3
Prerequisite: None
Effect: This character gains a +10 to Acrobatics checks.
Name: Stability
Value: 2.5
Prerequisite: None
Effect: This character has a 20% chance (on a luck roll, 801+) of resisting the "Off Guard" status family when it's inflicted.
Name: Stubborn
Value: 2
Prerequisite: None
Effect: When resisting the "Confuse" status family, this character gets to roll defense against it twice and choose the better of the two results.
Name: Emissary
Value: 2
Prerequisite: None
Effect: Once per encounter, when making a Speechcraft check, this character may roll twice and take the better of the two results.
Name: Curiosity
Value: 2
Prerequisite: None
Effect: This character gains a +10 bonus when making Gather Information checks.
Name: Master Tinker
Value: 3
Prerequisite: None
Effect: This character can use any weapon or item it's crafted without suffering the untrained skill penalty.
Name: Scavenger
Value: 3
Prerequisite: None
Effect: When making a loot or a Search check, this character may roll twice and take the better of the two results.
Name: Silent Hunter
Value: 2
Prerequisite: None
Effect: This character benefits from a +10 bonus when conducting a Sneak Attack.
Name: Stalker
Value: 2
Prerequisite: None
Effect: This character benefits from a +10 bonus when using Perception or Search checks to track a target creature.
Name: Quick Reactions
Value: 2
Prerequisite: None
Effect: This character benefits from a +10 bonus when rolling flat-footed or against Reaction checks.
Name: Arcane Focus
Value: 3
Prerequisite: None
Effect: This character benefits from a +10 bonus when making a magic defense check.
Name: Deep Magic
Value: 2
Prerequisite: None
Effect: This character benefits from a +10 bonus when casting dispel effects against a target object or creature.
Name: Gatecrasher
Value: 2
Prerequisite: None
Effect: When opposing a creature under the "Concealment" status effect, this character's attacks reduce the severity of that status by one each turn, whether a success or a failure.
Name: Kneecapper
Value: 3
Prerequisite: None
Effect: When this character inflicts the "Off Guard" status effect, it is considered to be one severity higher than normal.
Name: Relentless
Value: 3
Prerequisite: None
Effect: When this character inflicts the "Knockback/Wall Rush" status, it is considered to be one severity higher than normal.
Name: Sky Sentinel
Value: 2
Prerequisite: None
Effect: This character benefits from a +10 bonus to Athletics checks while flying.
Name: Black Cat
Value: 2
Prerequisite: None
Effect: Once per encounter, this character may expend 5 Luck Points and force an attacker to re-roll its attack. This must be declared before the character makes its defense roll, and the attacking target must use the second result.
Name: Natural Charmer
Value: 2
Prerequisite: None
Effect: In certain cases (GM determination), this character may "take 10" while performing Speechcraft checks.
Name: Merciless Precision
Value: 2
Prerequisite: None
Effect: When this character deals a Sneak Attack against a target that is already under a status ailment (some may not apply), this character adds 1* to its Sneak Attack damage multiplier.
Name: Trap Wrecker
Value: 2
Prerequisite: None
Effect: This character may choose to disarm traps or similar devices with brute force. Instead of using a "Sleight of Hand" check to disarm it, the character may instead use a Weapon Proficiency.
Name: Giant Killer
Value: 3
Prerequisite: None
Effect: This character specializes in fighting creatures larger than it. When fighting creatures bigger than you, who are using "Giant" or "Tiny" traits, this character gains a +10 bonus to physical attacks and physical defense against that target for each level that creature is above the character (i.e.: a Giant 1 character vs a Giant 3 character would benefit from +20, while a Tiny 2 character vs a Giant 2 character would gain a +40 bonus).
Name: Bully
Value: 3
Prerequisite: None
Effect: This character specializes in defeating creatures smaller than it. When fighting creatures using the "Giant" or "Tiny" traits, this character gains a +10 bonus to physical attacks and physical defense against that target for each level that creature is below the character (i.e.: a Giant 2 character vs. a character without a size trait would benefit from +20, while a Giant 2 character vs. a Tiny 2 character character would gain a +40 bonus).
Name: Combat Paralysis
Value: -3
Prerequisite: None
Effect: This character hesitates when it comes to direct, violent confrontation. When this character rolls intiative, its Awareness score is reduced by half.
Name: Gremlins
Value: -1.5
Prerequisite: None
Effect: This character isn't very good with technology. When making Computer Use or other high-tech related checks, this character rolls one step lower.
Name: Unsteady Hands
Value: -3
Prerequisite: None
Effect: This character suffers a penalty to fine work. When performing Sleight of Hand or Artisan checks, this character rolls one step lower.
Name: Shards of the Past
Value: 1-3
Prerequisite: None
Effect: This character may choose up to three skills to be considered "Extra Training," allotting them 65 skill points apiece to those particular skills. Each skill costs 1 point.
Name: Thrill of the Kill
Value: 3
Prerequisite: None
Effect: When this character scores a critical hit against a target, gain half the damage as Limit Break or Trance points. If the attack is against multiple targets, the points can only be taken once, not per target.
Name: Ambidextrous
Value: 2.5
Prerequisite: None
Effect: This character halves penalties incurred from Dual Wielding.
Name: Analytical Mind
Value: 2
Prerequisite: None
Effect: When performing checks involving complex problems (traps, puzzles, etc.), this character gains a +10 bonus to the required skill; or, if the puzzle is unchecked, the character can be given a "hint" by a GM to solve the puzzle.
Name: Flashback
Value: 0.5
Prerequisite: None
Description: Your character experiences flashbacks of a given event at random times. To your character, it feels as though they are in that place, at that time. Generally these are significant moments… and may be trying to tell you something.
Name: Omen Sight
Value: 1
Prerequisite: None
Description: A limited version of precognitive vision, this allows a character to see signs that may indicate a future event. This may include cryptic visions, recognition of omens, or other similar signs.
Name: Clairvoyant (Controlled or Uncontrolled)
Value: 2 (Controlled) or 1 (Uncontrolled)
Prerequisite: Omen Sight
Effect: Your character is oddly sensitive to visions and may have visions of other places. These visions however are a double edged sword, and may contain things you do not wish to see…
Name: Precognition (Controlled or Uncontrolled)
Value: 2 (Controlled) or 1 (Uncontrolled)
Prerequisite: Clairvoyant
Effect: Your character sees visions of the future at varying intervals. These may be cryptic visions, or complete sections of events to come. Like Clairvoyance, there is a heavy burden placed on precognitive beings…
Name: Hand of Fate (Controlled or Uncontrolled)
Value: 3.5 (Controlled) or 2 (Uncontrolled)
Prerequisite: Precognition
Effect: Your character has further developed and learned to understand their powers. This power may mean one of two things, that you are able to change the course of events, or that you SET the course of events in motion by way of your actions.
Name: Past Life
Value: 3
Prerequisite: None
Effect: The character has more then one lifetime under its belt, due to reincarnation of some sort or an alien life cycle. The character gains an additional 50 starting EXP to account for their extended journey through the living world. This can only be taken at character creation.
Note: If combined with junior hero player must take hunted.
Name: Junior Hero
Value: 1-5
Prerequisite: None
Effect: A regular hero in their own right. These beings are those who have already had and succeeded on trails and adventures in thier respective lives before arrival within the game. This increases their starting xp to account for such a harrowing tale. This can only be taken at character creation.
Note: If combined with past life, player must take hunted.
20 xp = 1 point
40 xp = 2 points
60 xp = 3 points
80 xp = 4 points
100 xp = 5 points
Name: Windfall Cash
Value: 4
Prerequisite: None
Effect: Increases starting Credits by 10%. When Mission-Based Credits are given out, roll Luck (1d1000+LuckBonus). (Result/15)% bonus to the credit reward (So a perfect 1000 would grant +66%, or two thirds the reward. A 500 would grant +33%, or one third more, ect). This applies only to end-of-mission rewards, not treasure finds, enemy drops, or selling items.
Name: Hidden Assets
Value: 3
Prerequisite: None
Effect: This character has access to unusually vast resources for a player, and may include corporate holdings, trust accounts, stocks, or other non cash assets. While not directly cash, a character may make transfer some to cash. Transferring too many, however, or violating the rules of the account, may lead to loss of access or criminal charges.
Name: Millionaires Club
Value: 2
Prerequisite: Hidden Assets
Effect: This characters personal holdings are very vast and exceed one million credits. They may get away with larger withdrawls than a smaller character, but are also recognizable for their wealth, which may attract undesirable attention.
Name: Daredevil
Value: 1
Prerequisite: None
Effect: When in mortal danger by circumstance, below 50% HP, or actively attempting something that promises injury on a failure, the human with this feat gains a +10 to whatever roll is called for. If more than one of these are true, each additional grants another +5. The third only applies to dodges if an Athletic skill is used instead of Reaction.
Name: Common Sense
Value: 3
Prerequisite: None
Description: You have demonstrated the rarely seen common sense, and the GM will occasionally give you warnings if a character should be aware of consequences of their actions.
Name: Wild Skill
Value: 0
Prerequisite: None
Effect: A skill has a wide degree of variance. You may be a savant one day, or a moron the next. This can have a wide range of effects which may save or destroy you. The general template works on a 1d5 whenever the skill is used.
1: Catastrophic (Automatic 1, negates Inspector Gadget Syndrome)
2: Bad (Roll is reduced by ½)
3: Normal Performance
4: Good (Roll is doubled)
5: Excellent (Roll is doubled and counted as a divine, adding a second roll to the total)
Name: The Power of Love
Value: 0
Prerequisite: None
Effect: An odd trait, this indicates that the character has a significant attachment to another living being. When the other person is nearby, they gain benefits, and may even live solely due to the other persons presence. Should the other person be in danger, this will grant situational bonuses due to passion. Should this relationship end, this trait will grant penalties until it is removed by a gm.
Name: Marked for Death
Value: -4
Prerequisite: None
Effect: Your character is fated to die. Your grisly end is predetermined, and you see visions of your approaching death. At some point during the campaign, you will die and your character is aware of this fact. As you know some of the circumstances that will surround it, this also may liberate you. Once this trait is assigned, it is permanent and unavoidable. Fate points may not be spent to avoid this end, however it does not necessarily preclude other death.
Name: Skeleton in the Closet
Pre-Requisite: GM Assigned
Description: You have a hidden secret which could come back to haunt you…
Name: Haunted
Pre-Requisite: Skeleton in the Closet
Description: Your character has a skeleton in the closet in the form of a living or possibly dead being they’ve annoyed. This character will go out of their way to cause problems for you, and would like to make your life a short, living hell.
Name: Phobia
Value: -2
Prerequisite: None
Description: Your character has a crippling fear of something. Generally speaking the phobia is only listed if it is consequential (fear of dying in small places while a candle is burning does not need to be listed, fear of water does).
Name: Permanent Wound
Value: -1
Prerequisite: None
Description: Your character has suffered a permanent wound which can not be healed. The details of this wound may vary, but it can not be regenerated or treated medically without very advanced technology or magic.
Name: Absent-Minded
Value: -3
Prerequisite: None
Effect: Your character has proven to be absent minded. Leveling skills is more difficult for you, and your skills require an additional 10 checks to learn.
Name: Bad Luck
Value: -3
Prerequisite: None
Effect: This character suffers from poor luck by nature, so influencing it is an uphill battle. Luck points are only half-effective, each one only granting a +5 to a roll result rather than +10.
Name: Combat Junkie
Value: -2.5
Prerequisite: None
Effect: This character loves to fight. LOVES to fight. The character rolls a step lower on Speechcraft checks naturally. This character also feels compelled to attack first to solve problems, requiring a Concentration check to resist the urge, the DC equaling that character's highest Weapon Proficiency skill plus their current equip weapons to-hit.
Name: Elemental Touch
Value: -2
Prerequisite: An Elemental Affinity feat.
Effect: Your characters affinity is out of control, and manifests itself on whatever is touched by the skin. Items may ignite in flames, freeze, reduce to dust, crush from air pressure, or disappear into light or darkness.
Name: Swift Learner
Value: 4
Prerequisite: None
Description: The staggering ability of humans to seek and take in new forms of knowledge is rivaled only by their apathetic disinclination to do so. Halves the time requirement to pick up a new Skill or increase the level of the lowest one has at the time. This benefit -cannot- apply to their highest level skill, even if it is also tied for their lowest level skill.
Name: Clean Reputation
Value: 2
Prerequisite: None
Effect: Your character is known to be a kind and honest soul. While this can anger the wrong people, even they will acknowledge that you do not tend to lie, which can give you an upper hand in trading. -10 to Intimidation, but +10 to Diplomacy.
Name: Famous/Infamous
Value: 2
Prerequisite: "Clean Reputation" or "Dirty Reputation"
Description: Your characters reputation proceeds you. People in distant lands will have heard of your deeds and may react accordingly.
Name: Mistaken Identity
Value: 1
Prerequisite: Famous/Infamous
Description: Your character is confused commonly with someone famous or infamous. This can be both a boon and a burden depending on the circumstances.
Name: Intelligence Network
Value: Varies
Prerequisite: None
Effect: You have access to a network of resources which can obtain information in the right circuits. The broader the scope of the network, the broader the information, but the more general it becomes. Use of the network is an IC action and must be roleplayed. This trait has no function if the network can not be reached.
Name: A Favor Owed
Value: Varies
Prerequisite: None
Effect: Someone of power owes you a favor. A political figure, a legal figure, a corporate figure owes you a debt of gratitude that you can call at your whim for a favor. Simply remind the person of the favor and they may do their best to help you.
Name: Confidence
Value: 1
Prerequisite: None
Description: Your character exudes confidence. Gain a +5 to diplomacy and intimidation checks, and a +5 to your characters main skill (chosen by gm).
Name: Black Market Ties
Value: 2 per level
Prerequisite: None
Effect: You have a connection to the black market, and are on good terms with them. You have the ability to acquire or make requests, though these are not cheap.
Level 1: Small weapons, illicit items
Level 2: Medium weapons, stolen goods
Level 3: Low grade military weapons, rare cares and items
Level 4: Specific items, high grade military weapons, restricted items
Level 5: Rare weapons and items, top secret weapons, very specific items
Name: Judicial Ties
Value: 2 per level
Prerequisite: None
Effect: You have connections in the legal system. You know the way the game is played and know how to play it well. People will try to please you, though they may expect favors in return.
Level 1: Small infractions may be overturned
Level 2: Mistrials may be declared on some minor criminal offenses
Level 3: Larger misdeeds may be overlooked
Level 4: Grievous and heinous actions may be overlooked, some local laws may be changed
Level 5: National laws and supreme court decisions may be bent in your favor. You likely know a member of the supreme court.
Name: Corporate Ties
Value: 2 per level
Prerequisite: None
Effect: You have connections in the corporate world. Money talks, and on the right worlds, people will listen to it more than common sense. Your corporate friend may provide resources.
Level 1: You have the support and resources of a local business
Level 2: You have the support of a small local chain of 2-5 businesses.
Level 3: You have the support of a large national chain of 6-50 businesses.
Level 4: You have the support of a very large conglomerate corporation, which runs hundreds of operations across a world
Level 5: You have gained the support of a galaxy 5000 corporation and its resources.
Name: Media Ties
Value: 2 per level
Prerequisite: None
Effect: You have strong connections in the world of media and know what spins a good story. For this reason, people in the media world tend to know of and listen to you, and may take stories on your suggestion.
Level 1: You have control of a local news paper or community TV station
Level 2: You have control over a local cable TV channel or publication
Level 3: You have control over a national TV channel or publishing company
Level 4: You control an entire media network that spans the globe
Level 5: You control an interplanetary media conglomerate
Name: Disfigured
Value: -2
Prerequisite: None
Description: Your character is horribly disfigured, perhaps scarred, or otherwise notable. You are more recognizable to people and easily remembered, which can be a blessing and a curse.
Name: Dirty Reputation
Value: -2
Prerequisite: None
Description: Your character is well known to be devious and double dealing. While this may or may not mean evil, it does mean your word can not be trusted at times, which makes you the bane of law enforcement. Your questionable morality also gives you a +10 to intimidation, while accepting a -10 to diplomacy.
Name: Hunted
Value: -2
Prerequisite:
Effect: Someone or something is tracking your character, and they want to find you. It may be that you are wanted, angered the wrong person, or they want to give you something, but your pursuers are closing. Any GM, at any point in time can call for a luck role with a player and initiate combat vs. an monster, being or entity.
Name: Species Communication
Value: 2
Prerequisite:
Effect: You possess an ability to communicate with your fellow species. This can be telepathic, electric signals, echo communication, growls/chirps, or any other form of communication. This does not require a skill
Name: Prehensile Tail
Value: 3
Prerequisite:
Effect: Grants an additional attack that can even wield weapons, at halved Strength and Dexterity. This only applies to one attack per round if the taker also has a second turn Feat.
Name: Whip Tail
Value: 2
Prerequisite: None
Effect: Grants +10 to balance checks, and grants a free attack at halved Strength and Unarmed weapon mod. This only applies to one attack per round if the taker also has a second turn Feat.
Name: Hammer Tail
Value: 2
Prerequisite: None
Effect: Reduces chance of being knocked down by 10%. Grants a free attack at +250 damage or Unarmed bonus (whichever is higher) weapon mod, and halved Dexterity. This only applies to one attack per round if the taker also has a second turn Feat.
Name: Bladed Tail
Value: 4
Prerequisite: Natural Weapon
Effect: At creation decide at damage type (slashing, blunt or piercing), grants a free attack full Strength and natrual weapon damage. Cannot gain benefits
Name: Stinger
Value: 3
Prerequisite: Natural Weapon
Effect: Allows a special unarmed attack that deals either Poison effect with damage per turn equal to the Health stat, or a single round of Pain. Despite dealing no damage, the character's base damage*2 must be -capable- of getting through the target's soak.
Name: Mauling Fangs
Value: 3
Prerequisite: Natural Weapon
Effect: +10 to checks made to keep a grappled locked in on an enemy, or simply hold onto something. For every failed attempt by the target to escape, deals base damage without applying soak.
Name: Venom Fangs
Value: 3
Prerequisite: Natural Weapon
Effect: When this character attacks and bites using this natural weapon (treated as a Martial Arts weapon), inflicts a special "Poison" effect with damage per turn equal to twice the character's (not target's) health stat.
Name: Aquatic
Value: 2
Prerequisite: None
Effect: Grants an overall +15 to physical actions while underwater. Depending on the exact circumstances, this will either triple the lung capacity of the holder, or allow one to breathe water.
Name: Flight
Value: 2
Prerequisite: None
Effect: The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly short distances., and can (inc/dec)rement thrust only within two marks of the current thrust using the thrust system.
Name: Improved Flight
Value: 3
Prerequisite: Flight
Effect: The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly long distances., and can use the full thrust system.
Name: Tunneling
Value: 2
Prerequisite: None
Effect: The same as the Dig ability of the same vein.
Name: Tentacles
Value: 2
Prerequisite: None
Effect: Can be taken up to three times. Each tentacle attacked with grants a bonus strike at base damage, with overall bonus divided by the number of them attacking total. Each can also be occupied to grant a +5 to holding on to something.
Name: Tongue
Value: 2
Prerequisite: None
Effect: The massive tongue can be used to grab things at a distance, with doubled Strength for purposes of holding onto it, but quartered strength for purposes of moving actual weight.
Name: Tough Hide
Value: 2
Prerequisite: None
Effect: Grants half base Physical Soak as natural, physical armor.
Name: Hooves
Value: 2
Prerequisite: None
Effect: Halves environmental hazards as long as they only exist at floor level, and boosts running speed by half again. Improves Kicking weapon damage multiplier by 1.
Name: Burst Speed
Value: 2
Prerequisite: None
Effect: Once per half hour, the character can double his running speed for one round. This is accompanied by an Endurance check vs one's own Dexterity, failure resulting in exhaustion (one round spent recovering)
Name: Trailblazer
Value: 2
Prerequisite: None
Effect: Allows one to move at normal walking speed while tracking.
Name: 360° Vision
Value: 2
Prerequisite: None
Effect: This character can visually perceive things in a full sphere around itself, but only within 1 Area. This character gains a +10 bonus to Perception checks, including against Sneak Attacks and Stealth attempts against it, within that Area.
Name: Quills
Value: 2
Prerequisite: None
Effect: This character has protrusions from its epidermal layer that behave as a defensive mechanism. When this character is attacked with the Martial Arts skill, this character automatically deals back damage equal to its physical damage soak.
Name: Thick Pelt
Value: 2
Prerequisite: None
Effect: This character has a dense layer of covering over its epidermis, reducing the effects of Blazing, Heat, and Freeze status effects by one severity. This will also allow some (GM determination) protection against environmental effects.
Name: Camouflage Fur
Value: 2
Prerequisite: None
Effect: This character's exterior is adaptable to camouflage in low-light environments. When performing a Stealth check in low-light areas (GM determination), this character gains a +10 bonus.
Name: Balance Receptor
Value: 2
Prerequisite: None
Effect: This character may roll twice and take the higher result when performing Athletics or Acrobatics checks regarding balance (GM determination); for instance, this will not affect normal speed running or climbing, but when on narrow ledges or similar tricky situations.
Name: Bicardial
Value: 2.5
Prerequisite: None
Effect: This character has two organic hearts, allowing the character to halve this character's "to-live" DCs when suffering from Acute "Death" status.
Name: Bio-sonar
Value: 2
Prerequisite: None
Effect: This character can emit and receive ultrasonic pulses, allowing it to "see" and make Perception checks in complete darkness. This constitutes "low light vision," but does not aid a character in combat-related checks.
Name: Natural Weapon (claws, bone spikes, horns, proboscis, etc.)
Value: 2
Prerequisite: None
Effect: This character can use protrusions on its limbs as Martial Arts weapons. These weapons cannot be removed from the character, are treated as "Favored Weapons," and are upgraded as normal Gloves (DC, cost, etc.).
Name: Setae
Value: 2
Prerequisite: None
Effect: This character's limbs possess either tiny microfibers or other "sticky" traits that allow it to climb, benefitting from a +10 bonus to Acrobatics checks.
Name: Thermographic Sensitivity
Value: 2.5
Prerequisite: None
Effect: This character possesses "heat senses," whether it's visually, haptically, or otherwise. This character may perform Perception checks to determine heat sources or sources of intense cold, whether they're creatures or objects.
Name: Bioluminescence
Value: -2
Prerequisite: None
Effect: This character, or a portion of it (eyes, hair, etc.) emits a glow that is only visible in the darkness. That makes it easier to pick them out in otherwise difficult situations. This character rolls a step down on stealth roles in this situation. But hey, they are a great source of light!
Last edited by Daedalus on August 10th, 2024, 10:37 pm, edited 23 times in total.