Traits

Table of Contents

Traits

Traits are major, defining elements of a character or creature, defining them in physical and spiritual ways. They can not be purchased (usually), only earned or started with.

Trait Name Subname Effect
General Traits
All Terrain X You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
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 You gain AP on all areas equal to X. Stacks with worn armour.
Armoured 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.
Auto-Stabilised - This creature always counts as braced.
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.
Brutal Charge X A creature with Brutal Charge deals +X damage on attacks made as part of the Charge action.
Burrower X A creature with Burrower may move through solid objects via burrowing. Its speed when burrowing is equal to X. 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 cannot run, but ignores Difficult Terrain.
Dark Sight - This creature has powerful night vision, and ignores penalties associates with low light or darkness.
Demivisibility - 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 is interrupted for 5 rounds if you take damage, perform an attack or use an AT Field ability.
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. 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.
Flight X This creature is capable of flying. Its flight speed is calculated treating AB as X.
From Beyond This creature is immune to Fear, Pinning, Stress or mental attacks designed to control or trick it.
Hover This creature is capable of hovering a few metres above the air. Its Hover speed is calculated treating AB as X.
Immortal Trooper You gain the Unnatural Toughness (4), Strength (4) and Regeneration (1) traits. Lethal Damage results only kill you if the blow is to the head or body. Limb shots that would normally kill simply remove the limb instead. If killed, you do not burn Fate, but regenerate back to life by the next Cycle. You gain +30 to tests to resist Poison, suffocation and harmful gases and can breathe underwater. Finally, you do not suffer Fear tests. Instead, you take a -10 to all tests in the presence of Fearful enemies. The only exception to this is from explicitly unnatural mental attacks. You count as Hulking in their Power Armour. They gain the bonuses, but enemies do not take the +10 bonus to hit you.
Incorporeal This creature can walk through solid objects. It gains the Hoverer (AB) trait and +30 to Stealth tests. Incorporeal creatures are immune to normal weapons, which simply phase through its body. AT Field attacks and Sigil-edged 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 AT Field attacks or Angelic attacks may harm enemies as normal, however.
Invisibility - 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 is interrupted for 5 rounds if you take damage, perform an attack or use an AT Field ability.
Machine 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 (unless you have an organic pilot).
Multiple Arms 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 Flurry action.
Multiple Legs 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.
Natural Weapons This creature has a natural weapon, the profile of which is attached to their sheet. Natural weapons cannot be disarmed.
Phase As a half action, this creature may gain or lose the Incorporeal trait.
Regeneration This creature regenerates or has a self-repair function. You regain X wounds at the start of each turn.
Size (See Below) - This creature is especially huge or especially small, and possesses one of the associated categories listed below.
- 1 (Miniscule) You take a +10 bonus to Grapples, and attempts to Grapple you take a -10 penalty. Attacks against you take a -30 to hit, and you count your AB as -3 for the purposes of speed.
- 2 (Puny) You take a +20 bonus to Grapples, and attempts to Grapple you take a -20 penalty. Attacks against you take a -20 to hit, and you count your AB as -2 for the purposes of speed.
- 3 (Scrawny) You take a +30 bonus to Grapples, and attempts to Grapple you take a -30 penalty. Attacks against you take a -10 to hit, and you count your AB as -1 for the purposes of speed.
- 4 (Average) You take a +40 bonus to Grapples, and attempts to Grapple you take a -40 penalty.
- 5 (Hulking) You take a +50 bonus to Grapples, and attempts to Grapple you take a -50 penalty. Attacks against you take a +10 to hit, and you count your AB as +1 for the purposes of speed.
- 6 (Enormous) You take a +60 bonus to Grapples, and attempts to Grapple you take a -60 penalty. Attacks against you take a +20 to hit, and you count your AB as +2 for the purposes of speed.
- 7 (Massive) You take a +70 bonus to Grapples, and attempts to Grapple you take a -70 penalty. Attacks against you take a +30 to hit, and you count your AB as +3 for the purposes of speed.
- 8 (Immense) You take a +80 bonus to Grapples, and attempts to Grapple you take a -80 penalty. Attacks against you take a +40 to hit, and you count your AB as +4 for the purposes of speed.
- 9 (Monumental) You take a +90 bonus to Grapples, and attempts to Grapple you take a -90 penalty. Attacks against you take a +50 to hit, and you count your AB as +5 for the purposes of speed.
- 10 (Titanic) You take a +100 bonus to Grapples, and attempts to Grapple you take a -100 penalty. Attacks against you take a +60 to hit, and you count your AB as +6 for the purposes of speed.
Sonar Sense - This creature has a special sonar sense, which lets it locate the position of any solid object within PB squares. Others may test Awareness -10 to detect the sound.
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 (or Disable, for Angels) them.
Sturdy - This creature takes a +20 bonus to resist Knockdowns and Takedowns. Grapple attempts on them take a -20 penalty.
Toxic X This creature is poisonous. It transmits its poison either through its natural weapon, through contact or some other method. Either way, its Natural Weapon attacks gain the Toxic (X) Quality.
Undying - This creature is immune to poisons, toxins and has no need to breathe. It can survive unaided in a vacuum.
Unnatural Weapon Skill X This Creature increases its WSB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10.
Unnatural Ballistic Skill X This Creature increases its BSB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10.
Unnatural Strength X This Creature increases its SB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10. Reminders: This trait also increases the creature's damage with melee attacks.
Unnatural Toughness X This Creature increases its TB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10. Reminders: This trait also reduces the damage the creature takes, and if the Unnatural Toughness is permanent, increases its wounds.
Unnatural Agility X This Creature increases its AB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10.Reminder: This trait also increases the creature's movement speed.
Unnatural Intelligence X This Creature increases its IB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10.
Unnatural Perception X This Creature increases its PB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10.
Unnatural Willpower X This Creature increases its WPB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10.
Unnatural Fellowship X This Creature increases its FB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10. Reminder: This can affect how many people your Social Skills can affect at once.
Unnatural AT Field X This Creature increases its ATB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10. Reminder: This makes AT Field powers stronger.
Unnatural Senses - This creature has powerful senses, either highly advanced tech or something more esoteric and supernatural. It may automatically detect everything within PB Squares.
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.
Void X This creature possesses the ability to move in Space. It can survive unaided in a vacuum, and counts its speed in space as being X.
Metaphysical Traits
Angel - This creature is an Angel. It is immune to Fear, Fatigue and Pinning and begins with one Fate Point. It may spend a Fate Point to heal an amount of wounds equal to its TB distributed as it wishes. It may burn a Fate Point to heal 1d10+TB wounds, or automatically negate an attack that it deems too dangerous. 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. Finally, Angels gain special powers based on how high their ATF score is; if the creature with this trait does not possess an ATF score, then it does not gain these powers.
- ATF 50+ The Angel may, for every 50 ATF, reroll one test or damage roll per battle. They count as having Lore (AT Fields).
- ATF 100+ The Angel gains Unnatural Characteristic for a single Characteristic of its choice, with a value equal to its ATF Bonus/10, rounded down. They count as having Lore (AT Fields+10).
- ATF 151+ If the Angel spends all of its Fates, then it gains the Superior Action trait for the rest of the encounter. They count as having Lore (AT Fields+20).
- ATF 201+ The Angel gains the Celerity trait. They count as having Lore (AT Fields+30).
Angelic Biology - This creature is an Angel, and possesses a fearsomely durable biology. It gains Unnatural Toughness (+4), Regeneration (TB/2) and uses the Angelic Lethal Damage Table. Furthermore, it can only be properly killed by destroying its core; destroying the head or even the body doesn't even temporarily kill it, instead suffering a Lethal Damage result that gives it the Disabled special trait below. Whenever the Angel fully recovers from the Disabled trait, it gains a single mutation, chosen from the Major Assimilation table; this mutation will usually be based on whatever would've helped it avoid the situation that Disabled it.
- Disabled A Disabled Angel may only take Half Actions, and cannot spend or burn Fate Points to regenerate wounds. It also loses the Regeneration trait during this time. Angels in this state will usually attempt to flee combat. To recover, an Angel spends its time performing no strenuous activities. The Angel thusly requires a great period of time to fully heal, equal to a full Campaign Turn.
Angelic Senses - You possess powerful, Angelic-type senses completely divorced from that of simple fleshly organs. So long as you have a spread AT Field, you do not count as blind or deaf. Furthermore, whenever you activate the AT Ping, AT Flare or Telepathy powers, the first 8 ATP are free (i.e. if you spend 10 ATP on AT Ping, you would only have to spend 2 ATP). When using AT Ping, you may test Awareness to discern their identity, although this may not provide anything that a normal Awareness test wouldn't do. Finally, you can use Telepathy to test Scrutiny on individuals that are within range, but again this may not provide anything that a normal Scrutiny test wouldn't do.
AT Field - You possess an AT Field and can use it as normal.
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 Lethal Damage to any body part (if the creature ignores a certain type of Lethal Damage, then this result too is ignored).
Light of the Soul - Full Strength use of powers no longer extends action cost, but you still cannot use it more than once per round.
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.
Social Traits
Peer Group, X You are gifted at mingling with a particular group of people. Social and interaction tests with this group take a +10 bonus per rank in this trait.
Enemy Group, X A particular group has a reason to hate you or to be as unhelpful as possible. Social and interaction tests with this group take a -10 penalty per rank in this trait.

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