TRAITS
Welcome to the
list of Traits available to everyone and anyone with conditions applied. Every
trait does something good to your character, improving him or her in a certain
way. Although some traits, while doing something incredible, they may also do
something bad too. Itfs up to you to weigh up how you want your character to
grow.
All traits are
based around your characterfs skills, unless they have no direct link to one.
In that case, they become a Character Trait, though some may require a
specialist skill to earn. If a skill you are after is under a Specialist Skill
title, you must first specialize in that skill to earn it (although some traits
require you to specialize in two skills). If the trait is under a Skill title,
but above all that skills specialist skills, then
anyone can purchase that trait.
And finally,
how to read the traits:
Trait Name.
Requirements
What the trait
does
First off,
letfs start with the Initial Traits. These are the traits you can choose to
start off with. They do both good, and bad to the character, in a 50-50 way.
INITIAL TRAITS
Mercenary
The way you talk and walk tells everyone that you work for the highest bidder.
When interacting with others, they treat you as if you had a neutral
reputation, regardless of what your reputation really is.
Big Framed
You have a bigger stature than normal people, with thicker muscles and broader
shoulders. This trait increases your Strength by 1, but decreases your Agility
by 1. Cannot be used with Small Framed.
Small Framed
You have a smaller stature than normal people, with thinner muscles and narrow
shoulders. This trait increases your Agility by 1, but decreases your Strength
by 1. Cannot be used with Big Framed.
Inner Beauty
You have a strange presence that attracts those inclined to your gender,
despite your actual appearances. With this trait, you gain a 10 point bonus to
your Social when interacting with those inclined to your gender, and a 10 point
penalty to those who arenft.
Coward
A coward by nature, you choose to flee from any conflict than to face it. All
your fighting skills (Firearms, Melee, Pole Arms, Unarmed)
are penalized by 10 points, but your Evade is increased by 20%.
Brave
Brave by nature, you choose to face all conflict head on rather than turning
back on them. Your Evade is penalized by 20%, but all your fighting skills
(Firearms, Melee, Pole Arms and Unarmed) are increased by 10 points.
Magically
Gifted
You were born with unnaturally strong magic abilities. This trait increases
your Spirit by 2, but decreases your Magic Damage Resistance by 40%.
Geek
You are fonder of perusing intellectual enlightenment than frolicking around
with other people. This trait increases your Medicine, Biology and Technology
by 15 points, but reduces your Social by 20 points. Cannot be
used with Socialist.
Socialist
You prefer to interact with others than finding out exactly how the universe
works. This trait increases your Social by 20 points, but decreases your
Medicine, Biology and Technology by 10 points. Cannot be used
with Geek.
Sadist
You enjoy inflicting pain. When you hurt anyone, as long as the hit is not
fatal, you gain a 10 point bonus to the roll of you next immediate action. This
trait only works when a biological target has been hit, and affects the way
people interact with you.
Masochist
You enjoy taking pain. When you take damage under 15% of your total health, you
gain a 10 point bonus to the roll of your next immediate action. This trait
affects the way people interact with you.
Lucky
Bastard
You hit it lucky more than others, but when you screw up, you screw up big
time. This trait doubles your Critical Chance, but doubles the chance to
Critically Fail.
Suspicious
Bastard
You are suspicious of everyone and everything, making you more aware of your
surroundings but harder to talk to. This trait increases your Perception by 1
point, but decreases your Charisma by 1 point.
Heavy Hitter
Through your childhood, youfve learnt how to take someone down quickly,
although you forgot how to prevent that from happening to you. This trait
doubles the Stamina Damage you deal through Melee, Pole Arm and Unarmed
attacks, but also doubles the Stamina Damage you take from the same attacks.
Take It!
Through your childhood, constant bullying has taught you how to soften the
blows, but never gave you the chance to learn how to stop them. This trait
allows you to take half the Stamina Damage from Melee, Pole Arm and Unarmed
attacks, however you deal half the Stamina Damage for the same attacks.
Compassionate
You respect life, and all those around you. With this trait, you gain 15
points to all weapon skills (Firearms, Melee, Pole Arms and Unarmed). However,
taking the life of anything Biological apart from
Monsters will give you a 2 point penalty to all skills for 24 hours.
Blood
Thirsty
You live to shed blood, and crave the next kill. You gain a 10 point bonus to
all weapon skills (Firearms, Melee, Pole Arms and Unarmed) and Athletics, but
gain a 5 point penalty to all other skills. However, when you take the life of
anything Biological, you gain a 2 point bonus to all skills for 1 hour.
Good Natured
You are good willed by nature. With this trait, if your reputation for the
region you are in is Good or better, you gain a bonus
to all skills (Good +5, Respected +10, Honored +15).
If your reputation is bad for the region, you gain a penalty to all skills (Bad
-5, Hated -10, Despised -15).
Rebellious
You are rebellious and anti-authoritarian by nature. With this trait, if your
reputation for the region you are in is Bad or worse, you gain a bonus to all
skills (Bad +5, Hated +10, Despised +15).
If your reputation is good for the region, you gain a penalty to all skills
(Good -5, Respected -10, Honored -15).
Quick
Learner
Your sharp mind catches on to thing quicker than others normally does. With
this trait, Abilities cost 10% less XP to learn, however Traits cost 10% more
XP to earn, not including Vitality, Empower, Vigor nor Wisdom.
Done in
Style
You have trouble grasping how to how to do the serious moves, but you are quick
to find shortcuts and techniques to get things done in style. With this trait,
Abilities cost 10% more XP to learn, however Traits cost 10% less to earn, not
including Vitality, Empower, Vigor nor Wisdom.
Unusual
Metabolism
Your metabolism is unusual, allowing you to heal quicker but making you succumb
to some things more quickly. With this trait, your Natural Healing rate is
doubled, but your Resist skill is halved.
And now onto the traits that your character can learn by
spending XP on through the game. These traits are sectioned off by Skill
and Specialist Skills.
CHARACTER TRAITS
Vitality
100XP (+50XP per level)
Vitality
permanently increases your Health by 5%.
Empower
100XP (+50XP per level)
Empower
permanently increases your Mana by 5%.
Vigor
100XP (+50 per level)
Vigor
permanently increases your Stamina by 5%
Wisdom
200XP (+100 per level)
Wisdom
permanently increases your Sync by 1.
Mad-manfs
Focus
Charisma 7, Luck 7, Dexterity 5, Firearms 50, 300XP
You have the
combat focus of a mad man, and do not take any penalties for performing an
action while under Firearm attack.
Phase Shift
Ability: Phase, 500XP, Cylphea Only
Your body
becomes unstable when you are badly injured. When Severely Injured, you enter a
semi-Phase shift, and all of your Resistances increase by 10 points, however
you receive 5 extra Stamina Damage each turn.
Finesse
All Skills 45, 100XP
With this
trait, your Critical Chance increases by 10.
Duck and Cover!
Perception
7, Dexterity 7, Agility 7, 300XP
When you
notice an explosive nearby, or see one approaching you, you may now opt to
dismiss the rest of your actions for this turn to duck and cover, halving the
range damage off all explosives.
FIREARM TRAITS
Level 1: Strength below 10, Agility below 10, Firearms 45, 200XP
Level 2: Super Size! 1, Strength below 9, Agility below 10, Firearms 60, 200XP
Level 3: Super Size! 2, Strength below 8, Agility below 10, Firearms 80, 200XP
So the gun is just too large for you to handle properly. Donft let that get in the way. For each level of this trait, you gain +1 Strength and +1 Agility for determining the Strength and Agility requirements for wielding a Firearm.
Pistol
Traits
Gunslinger
Pistols 50, 250XP
Two is always better than one. With this trait, you may now Dual Wield
with any Pistol without any penalties.
Submachine Gun Traits
Blaze of
Glory
Strength 6, Submachine Guns 50, 250XP
Two is always
better than one. With this trait, you may now Dual Wield with any Submachine
Gun without any penalties.
Rifle
Traits
Sniper
Rifle 45, 150XP
For every second you spend aiming at your target, you gain a 1 point
per second to your Rifle skill to hit the target while detected by your target.
If you are undetected by your target while aiming, you gain a 2 point per
second bonus to your Rifle skill, and do an extra 25% damage if you
successfully hit. If you take damage while aiming, you lose your to hit bonus.
Commando Extreme!
Strength 8, Rifle 70,
250XP
Youfve seen the movies, now itfs your turn to do the same! This trait
enables you to use two handed rifles with only one hand with a -25 to hit
penalty. However, you may now Dual Wield with any Rifle. You may not use any
secondary fire modes while holding a rifle in one hand, and you may not aim.
Heavy Gun Traits
MELEE TRAITS
Over Size!
Level
1: Strength below 10, Agility below
10, Melee 45, 200XP
Level 2: Over Size! 1, Strength below 9, Agility below 9, Melee 60, 200XP
Level 3: Over Size! 2, Strength below 8, Agility below 8, Melee 80, 200XP
An oversized sword wonft stop you from flailing it about. For each level of this trait, you gain +1 Strength and +1 Agility for determining the Strength and Agility requirements for wielding a Melee Weapon.
Sword
Traits
Knife Traits
Axe
Traits
Baton Traits
Chains
& Whips Traits
POLE ARM TRAITS
Staff
Traits
Spear Traits
Halberd
Traits
UNARMED TRAITS
ATHLETIC TRAITS
Improved
Reflexes
Level 1: Athletics 40, 100XP
Level 2: Improved Reflexes 1, Athletics 60, 200XP
Level 3: Improved Reflexes 2, Athletics 80, 400XP
Each level of
Improved Reflexes increases your characters ACP by 1.
Spring Step
Level 1: Athletics 50, 200XP
Level 2: Spring Step 1, Athletics 75, 300XP
Level 3: Spring Step 2, Athletics 90, 400XP
Spring Step
increases your characterfs Run, Jump and Leap statistics. Level 1 increases
them by 10%. Level 2 increases them by 20%. Level 3 increases them by 40%.
Acrobatics
Traits
Throwing Traits
Throw
40, 150XP
With this trait, you may throw any object 25%
further than what your roll decides.
Grenadier
Throw 50, 100XP
With this trait, grenades are less
likely to bounce away from your target.
Climbing
Traits
Swimming Traits
Level 1: Dexterity 5, Swimming 40, 150XP
Level 2: Improved Lung Capacity 1, Dexterity 6, Swimming 50, 150XP
Level 3: Improved Lung Capacity 2, Dexterity 7, Swimming 60, 150XP
Level 4: Improved Lung Capacity 3, Dexterity 8, Swimming 70, 200XP
Level 5: Improved Lung Capacity 4, Dexterity 9, Swimming 80, 200XP
You can now hold your breath underwater for longer. For every level of this trait, you gain an extra 20% of time you can freely swim while under water for, and a +5 to your Resist or Resist Torture roll when you exceed the time limit.
SNEAK TRAITS
Assassinate
Level 1: Agility 6, Sneak 50, 200XP
Level 2: Assassinate 1, Sneak 70, 250XP
Level 3: Assassinate 2, Sneak 85, 300XP
When sneaking
up behind a target, you do an extra 50% damage. Level 2 does +75%
damage. Level 3 does +100% damage.
Pick
Pocket Traits
Steal Traits
Intrude
Traits
Shadow Senses
Perception 6,
Intrude 50, 250XP
All that time hiding in the shadows has made your more aware to the
things you canft see. This trait gives you a +2 Perception bonus while in the
dark, and a further +1 Perception bonus for detecting people while sneaking.
Picklock Traits
Conceal
Traits
A Leaf for a Bush
Conceal 60, 300XP
Ifm wearing a twig!
You canft see me! With this trait, you make do with fewer materials, reducing
the number of objects needed to conceal by half.
Blend With the
Crowd
Shadow 50, 200XP
Youfre very good at blending in with the crowd. With this
trait, when you are in crowded areas, you gain a +25 to all Shadow checks.
SOCIAL TRAITS
Fast Talk
Social 75, 200XP
When you have
been caught breaking the law, Fast Talk gives you a 25 point bonus to your
Social or Speech specialization to argue your way out of your situation.
Human
Perception
Perception 6, Intelligence 7, Social 80, 200XP
Youfve learnt
how to read body language and discover ticks in people. This trait gives you a
2 point bonus for all Perception checks when interacting with people, and a 1
point Charisma bonus.
Befriend
Charisma 8, Social 90, 400XP
Just because
you cleaned a floor with someonefs face doesnft mean you canft be friends. With
this trait, those you defeat in combat (if they live) will from that point
onwards be friendly with you, automatically upping your reputation for that
person to Respected.
Gamble
Traits
Speech Traits
Dramatic
Impact
Perform 50, Speech 40, 150XP
Youfre acting
skills are enough to fool anyone. With this trait, you gain a 25 point bonus to
your speech when trying to deceive someone.
Intimidate
Traits
Trade Traits
Bulk Trader
Trade 35, 200XP
Youfve learnt
that when dealing in bulk, you get better deals. For every 10th item
of the same type you purchase, you gain a 20% discount on the combined
price. When selling, you gain a 20% bonus on the combined price.
Haggler
Level
1: Trade
40, 100XP
Level 2: Trade 60, 100XP
For every level of this trait, you automatically gain a 10%
discount while buying, no roll required.
Up-sell!
Level 1: Trade 50, 100XP
Level 2: Trade 70, 100XP
For every level of this trait, you automatically gain a 10%
bonus while selling, no roll required.
Research
Traits
Comprehension
Research 40, 300XP
Youfve learnt to read body language and read between the lines. When
trying to extract information from people (politely) or from a book or
terminal, you gain a 2 point bonus for all Perception checks. Furthermore, when
trying to learn abilities or skills from a book or taking a lesson, you gain an
extra 20% XP to that ability or skill.
PERFORM TRAITS
Act
Traits
Singing Traits
Dancing
Traits
String Traits
Keyboard
Traits
Percussion Traits
Wind
Traits
MEDICINE TRAITS
Fast Healing
Medicine 50, 200XP
With this
trait, your Natural Healing increases by 10%.
First
Aid Traits
First Aid 40, 150XP
Itfs not resurrection, but itfs the next best thing. With this trait, while trying to heal a dying patient, the patient now has a +25 to their Resist roll, giving them a better chance of surviving.
Stabilizer
First Aid 60, 200XP
When you stabilize a patient, their Resist increases by 50% for all Resist checks while stable.
Doctor Traits
Diagnosis
Level 1: Doctor 30, 150XP
Level 2: Doctor 40, 150XP
Your diagnosis
skills are top class. When looking at someone, you can tell their general
health, tell if theyfre under the effects of drugs and tell if they have any
Critical Injuries. At level 2, you can tell exactly how much Health, Mana and
Stamina points the subject has. You do not need to purchase Diagnosis Level 1
to purchase Level 2.
Anatomist
Doctor 50, 200XP
You know everything there is of Anatomy. With this trait, your Critical Chance against any Humanoid increases by 15 points.
Stand-In Surgeon
Diagnosis, Anatomist, Doctor 60, Medicine 50, 300XP
Youfre tired
of waiting for the surgeons to arrive and save the day, and now youfre going to
do it. With this trait, you may now learn Surgery abilities even though you
donft have the skill, although the requirements for the abilities are double.
Surgery
Traits
Stitch eem Up!
Surgery 40, Tailor 40,
100XP
Your work with the needle, off and on the surgery bed, is world class.
No roll is required for any stitch work on a patient.
SURVIVAL TRAITS
Enrage
Strength below 9, Survival 50, 200XP
Enrage
increases your Strength and Agility by 1 when your Health reaches Critical.
Outdoorsman
Traits
Unusually Alert
Outdoorsman 50,
150XP
You are unusually alert when in the big outdoors. This trait gives you
a +1 for all Perception checks when outside of settlements.
Streetwise Traits
Extra
Cautious
Streetwise 50, 150XP
You are extra
cautious when making your way through settlements. This trait gives you a +1
for all Perception checks when inside a settlement.
Trap
Traits
REPAIR TRAITS
Vehicle
Maintenance Traits
Weapon Maintenance
Traits
Weapon Assembler
Weapon Maintenance 40, 200XP
Youfve taken apart and put back together so many weapons you can now do it blindfolded. With this trait you no longer need to roll for taking weapons apart and putting them back together again.
Modify
Weapon Traits
Drive
Car Traits
Drive Bike Traits
Drive
Bus Traits
Drive Truck Traits
Drive
Tracks Traits
PILOT TRAITS
Pilot
Aircraft Traits
Pilot Spacecraft Traits
Pilot
Watercraft Traits
Pilot Coreunit Traits
RESIST TRAITS
Level 1: Resist 50, 200XP
Level 2: I Donft Wanna Die! 1, Resist 75, 250XP
No one does, but you really donft want to die. With this trait, you gain a +10 to your Resist roll for each level of the trait when Dying.
Resist
Torture Traits
Resist Drug Traits
Adaptive
Resist Drugs 55, 300XP
Youfre body
has become used to constant influences of foreign chemicals, and has adapted to
benefit from them. This trait doubles the duration for all positive drug
effects.
Resist
Pain Traits
Resist Pain 75, 300XP
Pain means nothing to you. With this trait, you donft have to roll for Pain checks on critical hits, and Pain checks for broken limbs are now ranked Average in difficulty. However, youfll still need to make normal Pain checks for dismemberment and torture, and other forced Pain checks.
Resist Psychosis Traits
Crazy
Little Voices
Charisma below 6, Spirit 6, Resist 30, 300XP
Youfve started
to hear crazed voices in your head! While youfre now slightly more eccentric,
those trying to psychically manipulate you will have a much harder time.
Reduces your Social by 15 points, but reduces the chance of others psychically
persuading you by 75%.
CREATIVITY TRAITS
Composition
Traits
Weapon Smith Traits
Tailor
Traits
Reinforced Stitch
Tailor 40, 150XP
You are skilled at modifying conventional clothing. If you
successfully modify any fabric apparel, the items durability increases by the
difference between the to
succeed and the successful roll divided by 5.
Forgery Traits
Computer
Traits
Computer Wizard
Computers 40,
150XP
Your knowledge in Computer Software is world class. With this trait,
you gain a 15 point bonus when using any computer program or hacking. This does
not apply to using Comm-net, or creating programs.
Chemistry Traits
Cooking
Traits
BIOLOGY TRAITS
Zoology
Traits
Wildlife Knowledge
Zoology 30, 150XP
With this trait, you may identify any wildlifefs name,
and average stats without having to roll.
Wildlife Anatomist
Zoology 45, Wildlife
Knowledge, 150XP
Wildlife Anatomist lets you know what makes up the creature you are
looking at, and how to take it apart. Increases your Critical
Chance against Wildlife by 15.
Monsterology
Traits
Monster
Knowledge
Monsterology 30, 150XP
Monster
Knowledge lets you identify any spotted monsterfs name and average statistics without having to roll.
Monster
Anatomist
Monsterology 45, 150XP
Monster
Anatomist lets you know what makes up the monster you are looking at, and how
to take it apart. Increases your Critical Chance against
Monsters by 15.
Botany
Traits
MAGIC TRAITS
Enlightenment
Magic 50, Spirit 7, Intelligence 7, 100XP
With this
trait, the casting time for all spells is reduced by half, and the cool down
time for cast spells is reduced by 25%.
Efficiency
Level
1: Magic
55, 200XP
Level 2: Magic 70, 200XP
Level 3: Magic 90, 200XP
For each level of this trait, all spells cost 15% less Mana
to cast.
Chant
Traits
Earth Artisan
Chant, 100XP (1500XP if not learnt during character creation)
You have tapped into
the arts of nature. This trait allows you to learn the Earth Chant Arts.
Flame
Artisan
Chant,
50XP (1000XP if not learnt during character creation)
You have tapped into the arts of heat. This
trait allows you to learn the Flame Chant Arts.
Spark
Artisan
Chant,
50XP (1000XP if not learnt during character creation)
You hat tapped into the arts of electricity. This
trait allows you to learn the Spark Chant Arts.
Frost
Artisan
Chant,
50XP (1000XP if not learnt during character creation)
You have tapped into the arts of the freezing.
This trait allows you to learn the Cold Chant Arts.
Sorcery
Chant, 100XP (1500XP if not learnt during
character creation)
You have learnt the ways of the arcane. This
trait allows you to learn Sorcery Arts.
Necromancy
Chant, 100XP (1500XP if not learnt during
character creation)
You have learnt the ways of necromancy. This
trait allows you to learn Necromantic Arts.
Conjure Traits
Earth Elementalist
Conjure,
100XP (1500XP if not learnt during character creation)
You have tapped into the arts of nature.
This trait allows you to learn the Earth Conjure Arts.
Flame Elementalist
Conjure, 50XP (1000XP if not learnt during character creation)
You have tapped into the arts of heat.
This trait allows you to learn the Flame Conjure Arts.
Spark Elementalist
Conjure, 50XP (1000XP if not learnt during character creation)
You have tapped into the arts of
electricity. This trait allows you to learn the Spark Conjure Arts.
Frost Elementalist
Conjure, 50XP (1000XP if not learnt during character creation)
You have tapped into the arts of
the freezing. This trait allows you to learn the Cold Conjure Arts.
Arcane Mage
Conjure, 100XP (1500XP if not learnt during character creation)
You have tapped into the arts of the
arcane. This trait allows you to learn the Arcane Arts.
Dark Mage
Conjure, 100XP (1500XP if not learnt during
character creation)
You have tapped into the arts of
darkness. This trait allows you to learn the Dark Arts.
Spiritual Focus
Conjure
45, 200XP
With this trait, your Critical
Chance doubles for spells.
Summon
Traits
Synchronize Traits
Hot Rocks
Synchronize 60, 150XP
Youfve learnt to tap into Eions
while theyfre still absorbing your Mana. With this trait, for every consecutive
time you cast the same Eion, the Mana cost is 10% less.
TECHNOLOGY TRAITS
Electronic
Traits
Computer Technician
Intelligence 6,
Electronics 30, 150XP
Youfre knowledge in computer technology excels. With this trait, you
gain a +15 point bonus to interact with any computer.
Explosive Traits
Demolitions
Explosives 60, 200XP
With this
trait, you do not have to roll to set any explosives on anything that does not
move, unless detected by hostiles. All explosives planted while undetected do
20% more damage.
Biotech
Traits