Traits List

Table of Contents


Trait Name Subname Effect
General Traits
Amorphous - You possess a strange, malleable shape. As a free action, you may increase or decrease your size category by 1, although your movement values are not changed by this action. You automatically have the Crawler trait.
Amphibious X You are 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, you treat your AB as though it were X.
Aquatic X You are native to the water, and whilst you may not leave it, you suffer no penalties for being in water. In the water, you treat your AB as though it were X.
Armoured X You gain AP on all areas equal to X. Stacks with worn armour.
Auto-Stabilised - You always count 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 - You tend to act instinctively, rather than rationally. You never need to test Survival in your 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 - You automatically fail tests based on vision, and automatically fail BS tests. You 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 - You possess the ability to make Boosted Jumps; making a Jump action 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 - You have powerful night vision, and ignore 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/attacks by +2.
Exertion Regeneration X You constantly regenerate Exertion at a steady rate. You regain X Exertion at the start of each turn.
Extra Arms X You have additional arms, with X representing each extra pair of arms (ie. 2 = 3 pairs of arms total). When making the Multiple Attack action, you may make one extra offhand attack per X, and add X to your maximum hits when using the Flurry action.
Extra Legs X You have additional legs, making you faster. X represents each extra pair of legs (ie. 2 = 3 pairs of legs total). Creatures with extra legs add X to their AB to determine movement.
Fear X You force enemies to make an Opposed Willpower test with you (you rolling once and all of them comparing their results to yours) on entering within X metres of you. 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 to your DoS on Fear tests, or reduce DoF by X if failed.
Fleet of Foot X You reduce Difficult Terrain Values by X.
Flight X You are capable of flying. Your 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.
From Beyond - You are immune to Fear, Pinning, Stress or mental attacks designed to control or trick you.
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 You are capable of hovering a few metres above the air. Your Hover speed is calculated treating AB as X.
Incorporeal - You can walk through solid objects. You gain 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.
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 X You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks, and your AP counts towards fire damage.
Peer Group, X You gain a +10 bonus per X to interaction tests with characters belonging to this group.
Regeneration X You regenerate or have 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 You are especially huge or especially small, and possess 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 you fail a Willpower test, you automatically stampede, charging in a straight line forward as far as possible (up to your Run speed), overrunning anything in your path until the source of your fear or worry is gone. Anything in the path takes damage equal to your Natural Weapon attack (or 1d10+SB damage if you don’t have one). One stampeding creature causes all nearby creatures with this trait to also stampede. The effect lasts until the source of your fear or worry is gone or until 1d10 minutes pass, whichever comes last.
Sturdy - You take a +20 bonus to resist Knockdowns and Takedowns. Grapple attempts on you 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 You are more than just a normal entity. You may perform a number of Realisation actions equal to X, which you may use as any PC would. This refreshes at the start of the next week.
Toxic X You are venomous. You transmit your venom either through your natural weapon, through contact or some other method. All Natural Weapons, Metaweapons and Attack Arts have the Toxic (X) Quality.
Unnatural Characteristic X You are especially gifted in one or more of your abilities. You are either a powerful creation, or someone with incredible ability. Select one Characteristic and increase its Bonus by X. For every 2 ranks of this Trait, the creature reduces the penalty of tests made using that Characteristic by 10 (-30 becomes -20 etc). Note: Unnatural Toughness will affect the character's wounds.
Unnatural Senses - You have powerful senses, either highly advanced tech or something more esoteric and supernatural. You may automatically detect everything within PB metres.
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.
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 - You move with a truly unearthly speed and haste. Instead of rolling once, you roll twice on the Initiative Table and take a turn on both results — effectively, you gain two turns to everyone else's one. However, your 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. You lose the second turn if you take Critical Damage to any body part (if you ignore a certain type of critical damage, then this result is ignored too)
Shadow - You are 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 - You are an Archetype Shadow, among the most powerful forms of Shadows in existence. You 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. Archetype Shadows heal all wounds within 24 hours, and all Critical 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 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.
Superior Action - You are either unnaturally efficient or just move too fast for the eye to track. Once per round, you may treat any action as a Free Action. You may still only attack once per turn.

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