Traits
Overview
Traits afford players an opportunity to uniquely distinguish their character in mechanically interesting ways. Genetic Traits are unique variations they are born with that differentiate the character from the norm. General traits are intentionally open ended and players are invited to define more to suit their character as they see fit. Special traits are more restrictive but offer compelling bonuses outside of the scope of the boring world of attribute + skill. Of the three types of Traits, only Genetic Traits have to be purchased during character creation, the rest can be purchased through normal CP expenditure. An important final note is that not all traits are available in ratings 1-4, some are only offered in a subset of this with their effects described in the tables below.
The only rule that applies universally to all traits is that only one trait can be applied to any individual roll (this includes any reference skills).
CP costs
The CP cost of traits are defined on the character sheet and they follow the very simple pattern of (CP cost = New trait rating), or in a chart format
New Rating | CP cost (from previous rating) | CP cost (from 0) |
---|---|---|
1 | 1 | 1 |
2 | 2 | 3 |
3 | 3 | 6 |
4 | 4 | 10 |
Genetic Traits
These traits generally grant significant mechanical effects and additionally function as Generic Traits whenever the player and GM agree they are appropriate.
Trait | Available Ratings | Effects |
---|---|---|
Small | 1 | Size -1, Run/Sprint speed -1/-2, +1 on all Dodge maneuvers, +1 on Balance based rolls. |
Dwarf | 1 | Size -2, Base speed -1, -2 on all maneuvers with XL weapons, +2 on all Dodge maneuvers, +1 on Balance based rolls, Ranged attacks against at medium or farther -1 penalty. |
Large/Giant | 1,2,3,4 | + Rating Size, +1/2 rating (round down) base speed, + (Rating - 1) bonus CP to Brute. |
Eagle Eyes | 1,2,3,4 | Every CP added to this trait increases visible range by 10m. Add rating to vision checks. |
Cat Eyes | 2,3 | Each rating negates one point of night vision penalties. (so -1 at 2, and -2 at 3) |
Owl Ears | 1,2,3,4 | Add rating to hearing checks and to default perception distance. |
Beauty | 1,2,3,4 | Functions as a generic trait. |
Ambidexterity | 1,2,3 | Cancels offhand penalties per rating. |
Big Boned | 2,3 | Rating 2: +1 Armor against physical attacks, Rating 3: +1 Armor against physical and ballistic attacks. |
Undying | 1,2,3,4 | Every CP added to this trait increases Max Mortal Wounds by one. Add rating to ticks between bleed intervals when bleeding out. |
Special Traits
These traits are available in ratings 1-4 and have no specific mechanical effects, but offer their rating as a dice bonus whenever both the player and GM agree they should apply. That said don't pester your GM with every roll or else HE'LL BREAK YOUR FUCKING NECK. Remember generic traits are the wild west, feel free to define more to suit your character's specific needs. The ones below are referenced in lifepaths and offer examples to build upon. They also can function as generic traits when appropriate.
Trait | Available Ratings | Effects |
---|---|---|
Affable | 1,2,3,4 | Add rating to Converse and Banter social maneuvers. |
Agile | 1,2,3,4 | Flexibility, gross motor control. |
Berserker | 2 | Whenever the character takes damage (Normal Wound Chart) in combat they promote 4 damage dice on their next successful melee attack. Until they hit something and expend these dice they cannot take any Defensive or Hold actions (If they are currently holding, they must initiate an action asap). They can avoid having to do this by spending a point of Will at the point they take the damage in the first place, or if combat ends (they'll probably still break something/one). |
Brute | 1,2,3,4 | Promote damage dice equal to rating on attacks made with L/XL melee and thrown weapons and all punch attacks. Counters recoil equal to rating. Add rating to successive Grapple maneuvers (no bonus until grapple is established) and Throw maneuvers. -Rating/2 (round up) penalty to any endurance and agility rolls. |
Cardio | 1,2,3,4 | It's the first rule. |
Feline Grace | 1,2,3,4 | Each level adds 1 to rolls made whenever attempting to maintain balance, or brace from a fall. |
Hand-to-Eye Coordination | 1,2,3,4 | Each level adds 1 to melee and thrown attacks with XS/S/M weapons and all Parry maneuvers. |
Offhand Training | 2,3,4 | Cancels offhand penalties per rating. |
Painless | 2,3,4 | Ignore (Rating - 1) wound penalties. |
Plastic Smile | 1,2,3,4 | Add rating to Deceive and Impress social maneuvers. |
Power | 1,2,3,4 | Add rating to any rolls involving explosive power (Jumping, Sprinting, Kick, Block, and initial Grapple maneuvers). |
Skeptical | 1,2,3,4 | For each point, add 1 to Grit to resist Influence, Deceive, and Impress social maneuvers |
Speed | 1,2,3,4 | Add rating to base speed to determine all running speeds (does not affect walking speed). |
Tireless | 1,2,3,4 | Add rating to any endurance tests. Also subtract rating from number of hours of sleep required for a full night’s rest, or half rating (round up) for a partial night’s rest. |
Tough | 1,2,3,4 | +Rating to Max Temporary Wounds, +Rating/2 (round down) to Soak. |
Twitch | 1,2,3,4 | Subtract rating from the result of initiative rolls. Add rating to Dodge maneuvers. |
Quirks
Quirks are available in ratings 1-4 and have no specific mechanical effects, but offer their rating as a dice bonus whenever both the player and GM agree they should apply. That said don't pester your GM with every roll or else HE'LL BREAK YOUR FUCKING NECK. Remember quirks are the wild west, feel free to define more to suit your character's specific needs. The ones below are referenced in lifepaths and offer examples to build upon.
Trait | Desription |
---|---|
Ascetic | The character spent a great deal of time living a simple life and are thus well acquainted with getting by with far less than most consider normal. |
Asshole | It can be a lifesaver. |
Beggar | Presumably at some point this character made a cozy home out of a cardboard box. |
Beneath Notice | The character is fascinatingly non-descript and as such blends very well with ordinary folk. |
Camaraderie | The character has seen plenty and has a gregarious demeanor such that they can easily connect with their fellow soldiers. |
Discipline | The character has learned the value of vigilance and applies it to their world. |
Eavesdropper | The character has a knack for recognizing important conversations and "accidentally" overhearing them, even in a crowded room or street. |
Farmer | The amount of skills that come with this trait can only be balanced by the endless Willow jokes that should also follow. |
Follow Me Men | "They may take our lives, but they'll never take our freedom!" |
Hard Heart | Sometimes people see too much and this is what happens. Unfortunately for the poets, the world tends to reward this curse. |
Hustler | Always have an angle. |
Huntsman | Spend enough time in the woods hunting your own food and you learn a thing or ten. |
Proletariat | Just a working class stiff, with all of the life lessons that come with it. |
Rapier Wit | Clever retorts and obscure non sequiturs can have serious impact. Probably a synonym for sophistry. |
Scheming | This character should probably have a mustache, an evil mustache. |
Scholar | Books, ideas, philosophy, who needs action? |
Sophistry | Facts are irrelevant when you have rhetoric! |
Technophile | Please sit, slowly put down the electric toothbrush. |
Traveller | This character has experiences a vast array of cultures, cuisines, and forms of alcohol. |
Zealot | Standard issue with every flamegun. |