Traits List

Table of Contents


Trait Name Subname Effect
Tier 1 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.
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.
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 up to three Facets. Each Facet has its own pool of Light Wounds and Heavy Wounds, as well as its own Initiative on when it acts. Facets are like Minor Personas, and possess a short list of abilities; it can only use these abilities. Once the Facet dies, the Archetype is Staggered. The Archetype can use abilities from its own list, but also any ability belonging to a surviving Facet. You cannot attack the Archetype itself unless it is Staggered, or all Facets are destroyed. Archetypes have a 10th score called Repression, which is similar to Realisation; for every point of Repression Bonus (ReB), Archetype Shadows gain a Fate Point. The Archetype gains Unnatural Score in all traits. Along with the usual use of this trait, it can also spend Unnatural Fellowship to summon Trouper Shadows, Unnatural Willpower to force all enemies to take a Fear test (even if they've already passed Fear), Unnatural Perception to see one hidden enemy and Unnatural Toughness to restore a Heavy Wound to itself or to a Facet.
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 Ballistic tests. They take a -30 to Melee tests and other tests that involve vision. These penalties may be negated by being paired with other sensory traits.
Bounder - When leaping, you may spend Stress to add extra metres to your movement, at a rate of 1 stress per metre, to a max equal to your AB*2.
Double Image - You count as two entities, not one, for obtaining the Outnumbering advantages. This means you will gain the 2-to-1 advantage when fighting alone against a single opponent, for example.
Enhanced Weapons X,Y This creature enhances weapons it possesses of a certain type, adding Y to its profile, which might be damage, range or a quality. Eg: "Enhanced Weapons (Power +1 damage") increases the damage of all Power weapons by +1.
Evoker Rank X A representation of your strength as an Evoker. You start at Rank 1 and gain another rank per 2,000 XP. Each rank increases your Spirit and Exertion, and lets you use more powerful Persona.
Explosive (V) - Vehicle Trait. Whenever this vehicle dies, it explodes, adding AP to the damage dealt to the crew. It also hits everything within 10 metres.
Fleet of Foot X You reduce Difficult Terrain values by 1 per rank in this trait.
Group Attacker - This creature can participate in a group attack with others with this trait. When declared, up to Fellowship Bonus allies within melee range attack the target, and it acts like a normal Group Action, except any one who fails outright takes 1 Light Wound as damage and the declarer takes no stress. A creature can participate in multiple group attacks each turn.
Hardened Prow (V) - Vehicle Trait. This vehicle adds its AP to Ram damage.
Hopper X Whenever you make a Leap or a Jump Action, you add 1 DoS per rank in this trait, or reduce DoF by the same.
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.
Loremaster Category, X You are treated as knowing an Academics focus, denoted in Category. X counts as how many ranks you have in this Focus. You add these to any existing Focuses, even in the same field.
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.
Open Topped (V) - Vehicle Trait. This vehicle is open to the air. Tests to enter, leave or bail out take an advantage. However, others can choose to target you specifically with their attacks, although you count as being in full cover.
Peer Group, X You gain a +10 bonus per X to interaction tests with characters belonging to this group.
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.
Size 1-5 This creature is unusually large or unusually small. You take 1 Advantage to Grapple tests against targets smaller than you per rank of difference, but 1 Disadvantage to hit. Conversely, you take 1 Advantage to hit targets larger than you per rank of difference. You gain 1 point of Unnatural Toughness for each rank above 3. 3 is the average size.
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.
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 SB+Size 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 DoF minutes pass, whichever comes last.
Steed (V) - Vehicle Trait. This vehicle is actually a living animal, such as a horse. It might have a normal profile on top of its animal profile. Instead of going out of control, the animal Panics. You can use Survival (Animals) in place of Operate for Operate tests.
Sturdy - Any attempts to grapple, knock you prone or force you against your will must reroll and take the worse result.
Touched by the Fates X This creature is more than just a normal entity. It adds X to its pool of Fate Points.
Toxic X This creature is poisonous. It transmits its poison either through its natural weapon, through contact or some other method, with the effect of fatiguing the target. All natural Weapons, Metaweapons and Attack Arts have the Tiring (x) Quality.
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 Manipulate and an X bonus to Authority.
Tier 2 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.
Armoured X You gain AP on all areas equal to X. Stacks with worn armour.
Auto-Stabilised - This creature may fire Heavy weapons without having to use a Focused Attack and can use a Basic Weapon one-handed without penalty.
Dark Sight - You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light.
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 disadvantage. 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.
Fear X You have an aura of fear, and force an enemy to test Willpower or Fortitude (Resist Fear), opposed by your Willpower, Fellowship, or Authority (Intimidate), on any of the following triggers: you charge them, they charge you, you deal a Wound against them, you deal a Heavy Wound or worse against one of their allies, or you ambush them. They take 1 Disadvantage per rank in this trait. Should they fail, they Panic and suffer Stress equal to their DoF. If they pass, then they ignore this trait for the rest of the encounter unless triggered by another creature with a Fear trait higher than yours.
Fearless X You add X Advantages to tests to resist the Fear trait and Panic.
Hover X This creature is capable of hovering a few metres above the air. Its Hover speed is calculated treating AB as X.
Multiple Arms X This creature has multiple arms, with X representing each extra pair of arms (ie. 2 = 3 pairs of arms total). When attacking with multiple weapons, it can make one extra offhand attack per X, and gains advantage to grapple tests against targets with fewer arms than it. You can make X extra Chance Attacks per turn.
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*2 to their AB to determine movement.
Unnatural Score 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 Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Tier 3 Traits
Chameleon - You blend in with your surroundings. Whenever you are stationary, or you only use Basic Move that isn't a Charge, you gain advantage on dodge, anticipate and stealth tests, and attacks against you lose the close range and point blank advantages.
Exertion Regeneration X You regenerate small amounts of physical exertion, allowing you to be more efficient with physical abilities. You can Surge Arts X times per encounter without spending Power Points.
Flight X This creature is capable of flying. Its flight speed is calculated treating AB as X.
Form of Will - You can use the Spiritual Ailments or Resist Manipulation focuses as Evasion focuses.
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 two Disadvantages, 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 the effects degrade to Demivisibility (see that trait for effects). Once used, you may not use invisibility again without resting for a full day.
Regeneration X This creature regenerates or has a self-repair function. You may test Toughness or Endurance (Injury) at the start of each turn, with X advantages to the test; if you succeed you regenerate 1 Light Wound (for Persona users, this means Persona wounds).
Shadow Runner - You are capable of teleporting at will with your Move, 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 untested 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 can use the Mental Ailments or Resist Fear focuses as Evasion focuses.
Shrug Off - You can use the Injury or Physical Ailment focuses as Evasion focuses.
Spirit Regeneration X You regenerate small amounts of spiritual energy, allowing you to be more efficient with magic. You can Surge Spells X times per encounter without spending Power Points.
Tier 4 Traits
Alacrity - You may spend a Fate Point at the start of your round. You gain an extra Action for this round only.
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.
Superior Action X This creature is unnaturally efficient at one specific action, listed as X; once per turn, it can perform this action as a Free Action.
Teleporter X You are capable of teleporting at will. You may teleport to any point of which you are aware exists and can visualise within X*Magic Score metres.
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.

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