Traits List

Traits

Trait Name Subname Effect
Metaphysical Traits
General Traits
Amorphous - This creature possesses a strange, malleable shape. As a free action, it may increase or decrease its size category by 1, although its movements values are not changed by this action. It automatically have the Crawler trait.
Amphibious X This creature is naturally suited to aquatic spaces as well as surface terrain and may be in or under water without suffering any penalties or needing to make Athletics swim tests. In the water, it treats its AB as though it were X.
Armor Plating X This creature gains AP on all areas equal to X. May not be taken with Natural Armour. Stacks with worn armour.
Aquatic X This creature is native to the water, and whilst it may not leave it (and will suffer if done so), suffers no penalties for being in water. In the water, it treats its AB as though it were X.
Auto-Stabilised - This creature always counts as Braced, and may fire Semi or Full auto as a half action.
Baneful Presence X This creature's menacing aura seems to charge the very air. All characters suffer a -10 penalty to Willpower tests taken whilst being within X range of the creature.
Bestial - This creature tends to act instinctively, rather than rationally. It never needs to test Survival in its natural habitat, always assumed to roll a 1. Unless starving or desperate, a threatened Bestial creature must test Willpower when frightened, startled or injured. On a failure, it acts in a way specific to its species, usually fleeing.
Blind - Blind creatures automatically fail tests based on vision, and automatically fail BS tests. They take a -30 to WS tests and other tests that involve vision. These penalties are negated by the Unnatural Senses trait.
Bounder - This creature possesses the ability to make Boosted Jump; making a Jump in two consecutive rounds, however, incurs a level of fatigue.
Brutal Charge X A creature with Brutal Charge deals +X damage on attacks made as part of the Charge action.
Burrower X A creature with Burrower may move through solid objects via burrowing. Its speed when burrowing is equal to X. What objects a creature can burrow through depends on the material- some can dig through sand, dirt, rock or even metals.
Crawler - This creature is like a snake, slithering over terrain. It halves its AB for the purposes of calculating movement, but ignores Difficult Terrain.
Dark Sight - This creature has powerful night vision, and ignores penalties associates with low light or darkness.
Fear X This creature forces enemies within X*2km to make Fear tests; furthermore, they take a -10 penalty for every rank of Fear past 1.
Fearless X You ignore one rank of the Fear trait when exposed to it; if this reduces the trait to 0 or below, then you do not test Fear.
Flight X This creature is capable of flying. Flying units ignore Difficult Terrain, but cannot benefit from ground-based Cover unless they land. Its flight speed is calculated treating AB as X.
From Beyond - This creature is immune to Fear, Pinning, Insanity or mental attacks designed to control or trick it.
Hoverer X This creature is capable of hovering a few metres above the air. Hoverers may ignore River and Water terrain. Its Hover speed is calculated treating AB as X.
Improved Natural Weapons X This creature has a natural attack that deals 1d10+SB+X damage, which do not count as primitive, cannot parry, but also cannot be disarmed.
Incorporeal - This creature can walk through solid objects. It gains the Hoverer (6) trait and +30 to Stealth tests. Incorporeal creatures are immune to normal weapons, which simply phase through its body. AT Field attacks, Angelic attacks, Ancestral-forged weapons and charged Force Weapons can all hit an Incorporeal creature, as can other Incorporeals. Incorporeal creatures cannot usually interact with the physical world, and thus may not attack opponents unless they possess a suitable ability or talent. Incorporeal creatures with AT Field attacks or Angelic attacks may harm enemies as normal, however.
Iron Guard Mk1 - You gain the Unnatural Toughness (2), Strength (2) and Regeneration (1) traits. Lethal Critical Damage results only kill you if the blow is to the head or body. Limb shots that would normally kill simply remove the limb instead. If killed, you do not burn Fate, but regenerate back to life within 2d10+7 days. You gain +10 to tests to resist Poison, and the ability to reroll failed Toxin resistance tests, can breathe underwater, reroll all tests to resist suffocation, and take a +20 to tests to resist harmful gases. You have Heightened Senses (all). Finally, you do not suffer Fear tests. Instead, you take a -10 to all tests in the presence of Fearful enemies. The only exception to this is from explicitly unnatural mental attacks, such as an Angelic fear attack. Guard count as Hulking in their Power Armour. They gain the +1AB Bonus, but do not grant the enemy a +10 to hit them due to their size.
Iron Guard Mk3 - You gain the Unnatural Toughness (4), Strength (4) and Regeneration (2) traits. Lethal Critical Damage results only kill you if the blow is to the head or body. Limb shots that would normally kill simply remove the limb instead. If killed, you do not burn Fate, but regenerate back to life within 1d10+7 days. You gain +20 to tests to resist Poison, and the ability to reroll failed Toxin resistance tests, can breathe underwater, reroll all tests to resist suffocation, and take a +30 to tests to resist harmful gases. You have Heightened Senses (all). Finally, you do not suffer Fear tests. Instead, you take a -10 to all tests in the presence of Fearful enemies. The only exception to this is from explicitly unnatural mental attacks, such as an Angelic fear attack. Guard count as Hulking in their Power Armour. They gain the +1AB Bonus, but do not grant the enemy a +10 to hit them due to their size.
Machine X This creature is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. Machines possess the Armour Plating (X) trait.
Multiple Arms X This creature has multiple arms. The value of X represents how many extra arms it possesses (with two arms being the norm). It takes a +10 bonus to Athletic tests. When it uses the Multiple Attack action, it gains an extra 'offhand' attack for every two extra limbs. Furthermore, if the creature has the Swift or Lightning Attack talent, it increases the number of attacks made by +1 per 2 X.
Multiple Legs X This creature has multiple legs, making it faster. The value of X represents how many extra legs it possesses (with two legs being the norm). Creatures with multiple legs count their AB as +1 for the purposes of movement, then another +1 for every 2 extra legs it possesses; a creature with 4 legs thus gains +2 AB, whilst one with 6 legs gains +3 AB.
Natural Armour X This creature has a natural armour, such as a thick hide. it has a natural AP on all areas score of X. It stacks with worn armour. It may not be taken with Armor Plating.
Natural Weapons X This creature has a natural attack that deals 1d10+SB+X damage, which counts as primitive, cannot parry, but also cannot be disarmed.
Perpetual - This creature is highly resilient, and killing it permanently requires a certain method. It does not permanently die when killed; instead it regenerates back to life after a campaign turn. It ignores kill results from Critical Damage that are not to the head or body.
Phase - As a half action, this creature may gain or lose the Incorporeal trait.
Regeneration X This creature regenerates or has a self-repair function. It may test Toughness as a free once per round to heal a number of wounds equal to X.
Size (See Below) 1-10 This creature is especially huge or especially small, and possesses one of the associated categories listed below.
Sonar Sense - This creature has a special sonar sense, which lets it locate the position of any solid object within PB/2km. Others may test Awareness -10 to detect the sound.
Soul Bound - This creature's soul is somehow bound to the will of a higher being. That being has a measure of control over this creature, and that creature must follow its patron's directives in a reasonably faithful manner. In return, the creature has had the crushing burden of self-direction replaced with the blessed tranquility of submission- this creature gains a +10 to all tests so long as it is following its master's orders. If the Master gives the creature an order, they must follow it; similarly, the Master takes a +20 bonus to any tests to activate Tactics or similar with this creature. If it is performing an action that has not been ordered, but it knows may harm or go against its Master, it takes stacking -10 penalties depending on the severity of the act.
Stampede - When this creature fails a Willpower test, it automatically stampedes, charging in a straight line forward as far as possible (up to its Run speed), overrunning anything in its path until the source of its fear or worry is gone. Anything in the path takes damage equal to the creature's Natural Weapon attack (or 1d10+SB+Size trait damage if it doesn't have one). One stampeding creatures causes all nearby creatures with this trait to also stampede. The effect lasts until the source of its worry is gone or until 1d10 minutes pass, whichever comes last.
Stuff of Nightmares - This creature possesses the Undying trait, and is immune to blood loss and environmental hazards. They also ignore any Critical Effect apart from one that would remove a limb or kill (or Disable, for Angels) them.
Sturdy - This creature takes a +20 bonus to resist Knockdowns and Takedowns. Grapple attempts on them take a -20 penalty.
Touched by the Fates X This creature is more than just a normal entity. It possesses a number of Fate Points equal to X, which it may use as any PC would. It may also gain the ability to inflict Righteous Furies if it did not already do so.
Toxic X This creature is poisonous. It transmits its poison either through its natural weapon, through contact or some other method. Either way, its Natural Weapon attacks gain the Toxic (X) Quality.
Undying - This creature is immune to poisons, toxins and has no need to breathe. It can survive unaided in a vacuum.
Unnatural Weapon Skill X This Creature increases its WSB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminders: This trait also increases the maximum number of attacks it can earn with a Flurry.
Unnatural Ballistic Skill X This Creature increases its BSB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic.
Unnatural Strength X This Creature increases its SB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminders: This trait also increases the creature's damage with melee attacks.
Unnatural Toughness X This Creature increases its TB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminders: This trait also reduces the damage the creature takes, and if the Unnatural Toughness is permanent, increases its wounds.
Unnatural Agility X This Creature increases its AB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminder: This trait also increases the creature's movement speed.
Unnatural Intelligence X This Creature increases its IB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic.
Unnatural Perception X This Creature increases its PB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic.
Unnatural Willpower X This Creature increases its WPB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminder: This can affect certain AT Field Powers for entities that do not possess SR values.
Unnatural Fellowship X This Creature increases its FB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminder: This can affect how many people your Social Skills can affect at once.
Unnatural Senses - This creature has powerful senses, either highly advanced tech or something more esoteric and supernatural. It may automatically detect anything within X range, where X is PB*2km.
Unspeakably Ugly X You have a visibly disturbing visage. Against people who have not learned to overcome your horrific appearance, you take an X penalty to Charm and an X bonus to Intimidate.
Metaphysical Traits
Absolute Resilience - So long as this creature's ATS is 1 or higher, it halves damage after soak of any attack that is not AT augmented or AT Based.
Angel - This creature is an Angel. It is immune to Fear, Fatigue, Insanity, Ego damage and Pinning and begins with the Touched by the Fates (1) trait. It may spend a Fate Point to heal an amount of wounds equal to its TB distributed as it wishes. It may burn a Fate Point to heal 1d10+TB wounds, or automatically negate an attack that it deems too dangerous. If the regenerated wounds are enough to bring a limb out of Critical Damage it loses all penalties associated with the damage instantly, but may not heal destroyed limbs. Finally, Angels gain special powers based on how high their SR is; if the creature with this trait does not possess an SR, then it does not gain these powers.
- SR 50+ The Angel may, for every 50 SR, reroll one test or damage roll per battle. They count as having Scholastic Lore (AT Fields).
- SR 100+ The Angel gains Unnatural Characteristic for a single Characteristic of its choice, with a value equal to its SR Bonus/10, rounded down. They count as having Scholastic Lore (AT Fields+10).
- SR 151+ If the Angel spends all of its Fates, then it gains the Superior Action trait for the rest of the encounter. They count as having Scholastic Lore (AT Fields+20).
- SR 201+ The Angel gains the Celerity trait. They count as having Scholastic Lore (AT Fields+30).
Angelic Biology - This creature is an Angel, and possesses a fearsomely durable biology. It gains Unnatural Toughness (+4), Regeneration (TB/2) and uses the Angelic Critical Damage Table. Furthermore, it can only be properly killed by destroying its core; destroying the head or even the body doesn't even temporarily kill it, instead suffering a Critical Damage result that gives it the Disabled special trait below. Whenever the Angel fully recovers from the Disabled trait, it gains a single mutation, chosen from the Major Assimilation table; this mutation will usually be based on whatever would've helped it avoid the situation that Disabled it.
- Disabled A Disabled Angel may only take Half Actions, and cannot spend or burn Fate Points to regenerate wounds. It also loses the Regeneration trait during this time. Angels in this state will usually attempt to flee combat. To recover, an Angel spends its time performing no strenuous activities. The Angel thusly requires a great period of time to fully heal, equal to a full Campaign Turn.
Angelic Senses - You possess powerful, Angelic-type senses completely divorced from that of simple fleshly organs. So long as you have a spread AT Field, you do not count as blind or deaf. Furthermore, whenever you activate the AT Ping, AT Flare or Telepathy powers, the first 8 ATP are free (i.e. if you spend 10 ATP on AT Ping, you would only have to spend 2 ATP). When using AT Ping, you may test Awareness to discern their identity, although this may not provide anything that a normal Awareness test wouldn't do. Finally, you can use Telepathy to test Scrutiny on individuals that are within range, but again this may not provide anything that a normal Scrutiny test wouldn't do.
AT Field X Gain an ATS and a number of AT Field powers equal to X+WPB. All Creatures with an AT Field automatically know Deflective Field and Neutralise for free. For Hordes, this is ATS per Squad.
Ayanami - You gain immunity to emotional effects such as fear or frenzy, and you possess a P-Scale AT Field with an ATS equal to your SRB. Furthermore, your SR may never drop below 40. Whenever you burn Fate in response to death or insanity, you may instead elect to be rebooted into a new body. You revive at the start of the next Campaign Turn, but you roll five times on the trauma chart and lose any XP gained during the Campaign Turn in which you died; furthermore, all of your Fate Points count as spent until the end of the Turn on which you revived. Finally, you must make a Willpower test or develop a minor disorder related to how you died.
Celerity - This creature moves with a truly unearthly speed and haste. Instead of rolling once, this creature rolls twice on the Initiative Table and takes a turn on both results- effectively, they gain two turns to everyone else's one. However, its Reactions do not refresh on the second turn, and status effects with durations (eg. Stun 4 rounds) do not count the second turn when ticking down duration. It loses the second turn if it takes Critical Damage to any body part (if the creature ignores a certain type of critical damage, then this result too is ignored).
Dirac Mastery - This creature professes an unnatural mastery of the mind-bending powers of the Dirac Sea. All Dirac Powers reduce their ATP cost by 2, to a minimum of 1 ATP. Its Jaunts are perfectly accurate and do not require SR tests. Furthermore, the cost of all of its non-Dirac Powers are reduced by 4 ATP if you are using them in a Dirac Sea (but not if the target or the origin point is outside a Sea).
Forewarning - This creature gains an extra Reaction per round, and gains a bonus to parry and dodge tests equal to its WPB*2 or SRB*2, to a max of +20.
Light of the Soul - This creature reduces the total (base+Augmentation) ATP cost of all powers by its WPB/2 or SRB/2.
Precognition - This creature gains a number of test rerolls per round equal to its WPB/2, rounded down. These rerolls may be granted to allies within WPB/2 or SRB/2 km.
Superior Action - This creature is either unnaturally efficient or just moves too fast for the eye to track. It may make Full Actions as though they were Half Actions, and may perform a Half Action as a Reaction once per round. It may use attack actions more than once per round, so long as it is with different weapons.
Well of Life - This creature heals 1d5 wounds, or 1 point of Critical Damage, at the start of each turn. It may not regenerate lost limbs.
Follower-Specific Traits
Iron Guard Basic Training - You are an Iron Guard and possess basic combat training. You gain Weapon Proficiency with all weapons, Two Weapon Wielder (all) and the following talents: Ambidextrous, Quick Draw; Berserk Charge, Furious Assault; Gun Drill (Bolter), Rapid Reload; Bulging Biceps, Cat Fall, Drop Trained, Hardy, Iron Jaw, True Grit
Phantom - You are a Phantom. You gain Unnatural Agility (2) and the Soul-Bound (Adept or Prime) trait.
Junior Adept - You are a Solomon Junior Adept. You gain the AT Field (8), Survivor (4), Unnatural Agility (2) and Soul-Bound (Eternity Drive) traits; and the Scholastic Lore (AT Fields+10) skill.
Senior Adept - You are a Solomon Senior Adept. You gain the Tactician, AT Field (10), Survivor (5),Unnatural Agility (2) and Soul-Bound (Eternity Drive) traits; the Scholastic Lore (AT Fields+20, Biology+10, Tactics+10) skills; and the Guidance and Shroud AT Field Powers. At the GM's disrecretion, you may possess a number of Phantom or Phantom Hordes, which possess the Phantom trait with you as the Soul-Bound target.
Specialist Agility, Intelligence, Fellowship Whenever you gain this trait, choose one of the following characteristics. You gain a number of skills tied to that characteristic equal to the Bonus associated with the characteristic. You may only take this trait once.
Survivor X Your starting wounds are calculated at TB*X, instead of TB*3.
Tactician - This creature is a tactician in their own right. Their Leader Benefit to Hordes may now add any two of the following bonuses: Overwhelming (1), Fire Drill (1), +1 Damage. This is added on top of all other benefits. They may select their Horde Leader Benefit from both the Specialist and the Advanced Specialist lists. Furthermore, they also gain eleven Tactics for free. Tacticians also gain the 'Great Leader' talent for free.

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Size Category Table

Size categories are below. Size modifies a creature's base movement and also modifies a creature's stealth tests- smaller creatures are better at hiding, whilst larger ones take significant penalties.

Size also affects various rolls when made against someone of a different size.

When attacking a target, you take a +10 bonus to hit for every size category above Average. So Hulking would be +10. You also take a -10 penalty for every size category below Average- so Scrawny would be -10.
When grappling a target, you take a bonus to your test equal to the difference between your size category and their own, multiplied by ten. So if you are Hulking (5) and they are Scrawny (3), you take a +20 bonus (5-3=2, 2*10 = 20).
The reverse applies. You take the same penalty when trying to grapple someone larger than you.
When parrying a melee attack from a target larger than you, you take a -10 penalty per category of size they have in advantage over you.
Size Stealth Bonus Base Movement
Miniscule (1) +30 AB-3
Puny (2) +20 AB-2
Scrawny (3) +10 AB-1
Average (4) +0 AB-0
Hulking (5) -10 AB+1
Enormous (6) -20 AB+2
Massive (7) -30 AB+3
Immense (8) -40 AB+4
Monumental (9) -50 AB+5
Titanic (10) -60 AB+6
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