Traits List

Table of Contents

Traits

Trait Name Subname Effect
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 movement values are not changed by this action. It automatically has 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.
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.
Armoured X You gain AP on all areas equal to X. Stacks with worn armour.
Auto-Stabilised - This creature always counts as braced.
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.
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.
Bounder - This creature possesses the ability to make Boosted Jumps; making a Jump in two consecutive rounds, however, incurs a level of fatigue.
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.
Dark Sight - This creature has powerful night vision, and ignores penalties associates with low light or darkness.
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.
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.
Enhanced Weapons X,Y This creature enhances weapons it possesses of a certain type, adding Y to its profile, which might be damage, penetration or a quality. Eg: "Enhanced Weapons (Power +2 damage") increases the damage of all Power weapons by +2.
Exertion Regeneration X You constantly regenerate Exertion at a steady rate. You regain X Exertion at the start of each turn.
Fear X This creature forces enemies to make an Opposed Willpower test with you (you rolling once and they all comparing their results to yours) on entering within X metres of it, with a penalty equal to X*5. On a failure, they suffer the Panicked ailment. Pass or fail, a creature may only be affected by Fear once per encounter.
Fearless X You add X*5 to tests to resist Fear and Panic.
Fleet of Foot X You reduce Difficult Terrain penalties by X.
Flight X This creature is capable of flying. Its flight speed is calculated treating AB as X.
Form of Will - You use your Willpower Bonus in place of your Toughness Bonus for the purposes of soaking damage.
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.
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. Spells, Arts and Shadow special attacks 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 may harm enemies with Spells or Arts as normal, however.
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.
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.
Machine - 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.
Multiple Arms X This creature has multiple arms, with X representing each extra pair of arms (ie. 2 = 3 pairs of arms total). When making the Multiple Attack action, it may make one extra offhand attack per X, and adds X to its maximum hits when using the Burst action with melee weapons.
Multiple Legs X This creature has multiple legs, making it faster. X represents each pair of legs (ie. 2 = 3 pairs of legs total). Creatures with multiple legs add X to their AB to determine movement.
Peer Group, X You gain a +10 bonus per X to interaction tests with characters belonging to this group.
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.
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.
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.
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.
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.
Spirit Regeneration X You constantly regenerate Spirit at a steady rate. You regain X Spirit at the start of each turn.
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.
Sturdy - This creature takes a +20 bonus to resist Knockdowns and Takedowns. Grapple attempts on them take a -20 penalty.
Teleporter X You are capable of teleporting at will. Whenever you move, you may instead decide to teleport, which has the same action cost and range but acts as a teleport action. The max distance of teleportation is equal to your Willpower multiplied by X.
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.
Toxic X This creature is poisonous. It transmits its poison either through its natural weapon, through contact or some other method. All natural Weapons, Metaweapons and Attack Arts have the Toxic (x) Quality.
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.
Unnatural Senses - This creature has powerful senses, either highly advanced tech or something more esoteric and supernatural. It may automatically detect everything within PB metres.
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.
Supernatural Traits
Alacrity - You may spend 10 Realisation (or a Denial Point) 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 Lethal 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. Archetype Shadows heal all wounds within 24 hours, and all Lethal Damage at a rate of 1 on all areas per day.
- Denial Points For every point of Denial Bonus (DB), Archetype Shadows gain a Denial Point. Denial Points may be spent to activate Denial Actions, which are very similar to Realisation Actions.
- Denial 20+ The Archetype gains the Fear (X) Trait, where X is its Denial Bonus, to a maximum of 4.
- Denial 40+ 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 Lethal Damage it loses all penalties associated with the damage instantly, but may not heal destroyed limbs.
- Denial 60+ The Archetype gains the Celerity trait. 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 Lethal Damage it loses all penalties associated with the damage instantly, but may not heal destroyed limbs.
- Denial 80+ Whenever the Archetype's Mask is revealed, it heals all Lethal Damage on all locations, healing destroyed limbs if need be.
- Denial 100+ Whenever the Archetype's Mask is revealed, it gains the Superior Action trait and adds its DB to all damage.
Superior Action - This creature is either unnaturally efficient or just moves too fast for the eye to track. Once per round, it may treat any action as a Free Action. It may still only attack once per turn.

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Size Chart

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. It also modifies how certain characters interact.
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 Modifier 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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