Traits List

Table of Contents

Traits

Trait Name Subname Effect
General Traits
Berserker X Whenever you are Enraged, you gain Unnatural Strength and Toughness (X), and attacks against you no longer ignore AP or Unnatural Toughness. You are counted as possessing the 'Frenzy' talent.
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.
Lore Category, X You are treated as knowing a Lore, denoted in Category. X counts as your Progression Level in this Lore- so at 1, you gain a +0 (Known) Bonus, and receive a +10 Bonus for every level beyond that up to +30 at 4. If this Lore is a Lore you already possess, then you take the highest bonus.
Peer Group, X
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 may perform a number of Realisation actions equal to X, which it may use as any PC would. This refreshes at the start of the next week.
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 X A creature with Brutal Charge deals +X damage on attacks made as part of the Charge action.
Burly X You count your SB as X higher for the purpose of carrying limits.
Double Image - You gain the Ganging Up bonus on an enemy in melee, even if you are alone, so long as you have moved at least once this turn.
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.
Hatred X You have an intense and deep loathing of a certain type of creature, represented by X. Melee attacks against X add +10 to hit and half your WPB as damage. However, you may not willingly leave combat with them without passing a Willpower-20 test.
Momentous Rush X Your Charge attacks are now unable to be parried, and you and your enemy must make an opposed Strength test. If they fail, they are knocked Prone.
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
Armoured X You gain AP on all areas equal to X. Stacks with worn armour.
Deathless - 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.
Exertion Regeneration X You constantly regenerate Exertion at a steady rate. You regain X Exertion at the start of each turn.
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.
Form of Will - You use your Willpower Bonus in place of your Toughness Bonus for the purposes of soaking damage.
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. You regain X wounds (for Persona users, this means Persona wounds) at the start of each turn.
Shield of Will - You may test Magic Resistance as a Reaction to evade an attack, just like you would Parry or Dodge.
Shrug Off - You may test Endurance as a Reaction to evade an attack, just like you would Parry or Dodge.
Spirit Regeneration X You constantly regenerate Spirit at a steady rate. You regain X Spirit at the start of each turn.
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.
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 Armoured 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.
Fleet of Foot ** X
**Flight X This creature is capable of flying. Its flight speed is calculated treating AB as X.
Hopper X Whenever you make a Leap or a Jump Action, you may increase your Agility or Strength Bonus for the purposes of calculating distance travelled by X.
Hover X This creature is capable of hovering a few metres above the air. Its Hover speed is calculated treating AB as X.
Shadow Runner - You are capable of teleporting at will as a half action, so long as both your departure point and your destination are both sufficiently dark and your destination is both in line of sight and within Run distance. In this case, the area must be at least one cubic metre in dimensions and count as being in Low Light.
Teleporter X You are capable of teleporting at will. Whenever you moves, you may instead decide to teleport, which has the same action cost and range but acts as a teleport action.
Perception 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.
Chameleon - You blend in with your surroundings. So long as you are moving at a speed of Half Move or lower, then you take a +20 bonus to stealth tests and ranged attacks against you suffer no bonuses to hit due to range.
Demivisibility - You may, as a Free Action, become demivisible. Demivisible entities are difficult to perceive, as their smell and sound is muffled and they are almost invisible to the naked eye. Attack, Evasion and Perception tests aimed at you take a -30 penalty. Demivisibility lasts for up to ten minutes, but is interrupted if you take damage, perform an attack or cast a spell. Once used, you may not use demivisibility again without resting for a full hour.
Dark Sight - This creature has powerful night vision, and ignores penalties associates with low light or darkness.
Invisibility - You may, as a Free Action, become invisible. Invisible entities are almost impossible to perceive, as their smell and sound is muffled and they are completely invisible to the naked eye. Attack, Evasion and Perception tests aimed at you take a -60 penalty, and creatures are not aware of your presence unless you do something to alert them. Invisibility lasts for up to ten minutes, but if you take damage, perform an attack or cast a spell then you become partially visible (which is identical to Demivisibility, except that it lasts for 10 rounds after you are revealed). Once used, you may not use invisibility again without resting for a full day.
Life Sense - You may see living entities- other people, Shadows, animals, etc- around you as glowing lights, up to a distance equal to your Perception in metres. You may see these lights even through solid objects.
Sonar Sense - You have a special sonar sense, which lets you locate the position of any solid object within your Perception in metres. 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
Alacrity - You may spend 10 Realisation at the start of your round. You gain an extra Full Action (or two Half Actions) for this round only.
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)
Shadow - This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Archetype Shadow - This creature is an Archetype Shadow, which are among the most powerful forms of Shadows in existence. They start with the Shadow trait. Often larger and more complex than normal Shadows, Archetype Shadows possess multiple body parts, each with their own wound pools. One of their body parts is always a 'Mask' part; destroying the Mask location is the only way to destroy the Shadow. However, the Mask location begins hidden, and is only revealed once the Archetype takes Critical Damage in excess of its Denial Bonus. All Archetypes possess a tenth Characteristic, called Denial, which determines how powerful it is and grants it access to ever more dangerous abilities. The most basic effects of Denial are below.
- Denial Points For every point of Denial Bonus (DB), Archetype Shadows gain a Denial Point. Denial Points may be spent to activate any Realisation Action, but can often be used in other ways as well.
- Denial 10+ The Archetype gains the Fear (X) Trait, where X is its Denial Bonus, to a maximum of 4. When an Archetype spends a Denial Point to heal itself, it instead heals a number of wounds equal to its TB, distributed where it wishes. 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.
- Denial 20+ The Archetype gains the Unnatural Toughness (DB) trait. It may burn a Denial Point to heal 1d10+TB wounds. 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.
- Denial 30+ The Archetype gains the Celerity trait.
- Denial 40+ Whenever the Archetype's Mask is revealed, it heals all Critical Damage on all locations, healing destroyed limbs if need be.
- Denial 50+ Whenever the Archetype's Mask is revealed, it gains the Superior Action trait and adds its DB to all damage.
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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