Traits

Table of Contents

Traits

Trait Name Subname Effect
General Traits
Bestial - This creature tends to act instinctively, rather than rationally. It never needs to test Survival in its natural habitat. 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.
Overseer - This creature is the Overseer for a Swarm. It may give commands to its Swarm as normal.
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 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.
Touched by the Fates X This creature is more than just a normal entity. It possesses a number of Fate Points (which are identical to Realisation 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.
Unnatural Characteristic X This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Characteristic. It increases this Characteristic's Bonus by X. For every 2 ranks of this Trait, the creature reduces the penalty of tests made in that rank by 10 (-30 becomes -20 etc), and also adds 1 Degree of Success to any successful rolls using that Characteristic. Note: Unnatural Toughness will affect the Character's wounds.
Attack Traits
Auto-Stabilised - This creature always counts as braced.
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.
Brutal Charge - A creature with Brutal Charge deals +3 damage on attacks made as part of the Charge action.
Fear X This creature forces enemies within X*10m to make Fear tests. For every rank past 1, enemies take a stacking -10 to their fear tests.
Toxic X This creature is poisonous. It transmits its poison either through its natural weapon, through contact or some other method. All natural Weapons have the Toxic (x) Quality.
Defensive Traits
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.
From Beyond - This creature is immune to Fear, Pinning, Stress or mental attacks designed to control or trick it.
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 1d10+7 days. It ignores kill results from Critical Damage that are not to the head or body.
Regeneration X This creature regenerates or has a self-repair function. In combat, it may test Toughness as a free once per round to heal a number of wounds equal to X. Outside of combat, it heals this amount every round.
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 them.
Sturdy - This creature takes a +20 bonus to resist Knockdowns and Takedowns. Grapple attempts on them take a -20 penalty.
Undying - This creature is immune to poisons, toxins and has no need to breathe. It can survive unaided in a vacuum.
Form 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 movement values are not changed by this action. It automatically has the Crawler trait.
Armor Plating X The creature gain AP on all areas equal to X. May not be taken with Natural Armour. Stacks with worn armour.
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. Persona attacks, Shadow special attacks and Persona-infused 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 Magical attacks or Angelic attacks may harm enemies as normal, however.
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 have the Armour Plating trait equal to X on all locations.
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; ie if it has four arms total this creature will have Multiple Arms (2)). 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 two extra limbs.
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 extra 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 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.
Natural Weapons (Improved) X This creature has a natural attack that deals 1d10+SB+X damage, which cannot be disarmed. However, they can be used to parry and do not count as Primitive.
Phase - As a half action, this creature may gain or lose the Incorporeal trait.
Size (See Below) 1-10 This creature is especially huge or especially small, and possesses one of the associated categories listed in the Size tab.
Unspeakably Ugly X This creature has a visibly disturbing visage. Against people who have not learned to overcome its horrific appearance, it takes an X penalty to Charm and an X bonus to Intimidate.
Movement Traits
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.
Aquatic X This creature is native to the water, and whilst it may not leave it, suffers no penalties for being in water. In the water, it treats its AB as though it were X.
Bounder - This creature possesses the ability to make Boosted Jump; making a Jump in two consecutive rounds, however, incurs a level of fatigue.
Burrower X A creature with Burrower may move through solid objects via burrowing. It may burrow at a speed of X metres per round. 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.
Flight X This creature is capable of flying. Its flight speed is calculated treating AB as X.
Hover X This creature is capable of hovering a few metres above the air. Its Hover speed is calculated treating AB as X.
Sensory Traits
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 may be negated by being paired with other sensory traits.
Dark Sight - This creature has powerful night vision, and ignores penalties associates with low light or darkness.
Sonar Sense - This creature has a special sonar sense, which lets it locate the position of any solid object within 30m. Others may test Awareness -10 to detect the sound.
Unnatural Senses - This creature has powerful senses, either highly advanced tech or something more esoteric and supernatural. It may automatically detect anything within X metres, where X is PB*5.
Supernatural Traits
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)
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.
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.

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