Traits#
Traits are descriptors of your character. They represent a part of their personality or physique. Traits are selected at level 1 and cannot be selected multiple times.
Some traits are followed by labels written in [brackets]. These traits are part of optional lists that GMs may make available. A character cannot have more than one trait with the same label.
Racial Traits#
[Racial]
Racial Traits are an optional set of traits used when more than one sentient species occupies the setting. A Game Master may choose not to include racial traits if the players are not given a choice between races in the selected setting, usually meaning all players are human. GMs may allow the selection of an additional trait in place of a racial trait in such situations.
| Name | Description |
|---|---|
| Alert | +4 to initiative. |
| Composed | Re-roll one decision die after your first failed WILL check each session. |
| Diplomatic | +2 to persuasion rolls. |
| Hot-Headed | Gain temporary +2 AP the first time you take VIT damage each session. |
| Intimidating | +2 to intimidation rolls. |
| Lucky | Bonus to max Luck. |
| Mentally Sound | +1 bonus to max Stress Threshold. |
| Particularly Attractive | +2 to persuasion rolls with someone who finds you attractive. |
| Picture of Health | +1 bonus to VIT. |
| Sly | +2 to deception rolls. |
| Sneaky | +2 to stealth rolls. |
| Stubborn | Resist manipulation and deception. |
| Tough | DEF bonus. |
| Unremarkable | +2 bonus to blend into a crowd or visually hide your identity. |
| Unshakable | Resistant to fear and distraction. |
| Well-Connected | Declare a contact once per session in your current location. |
| Name | Description |
|---|---|
| Inter-Planet Traveler | Immune system hardened by travel between planets. |
| Scrap Hauler | Accustomed to carrying heavy loads in different environments. |
| Space Adept | Accustomed to zero and low-gravity environments. |
Core#
Alert
Alert#
You have particularly keen senses. Gain +4 Initiative.
Composed
Composed#
The first time you fail a WILL check each session, you may re-roll one decision die and use the higher result.
Diplomatic
Diplomatic#
You understand other’s needs and intentions well. Gain a +2 bonus on rolls made to persuade another.
Hot-Headed
Hot-Headed#
The first time you take VIT damage each session, you gain a temporary +2 AP to be used before the end of your next turn.
Intimidating
Intimidating#
You are an imposing individual, whether in attitude or stature. Gain a +2 bonus on rolls made to intimidate others.
Lucky
Lucky#
You are luckier than others. Gain a bonus to Luck equal to ¼ your level to a maximum of 4 (rounded down, minimum 1).
Mentally Sound
Mentally Sound#
Your therapist wonders what you pay them for. Gain a +1 bonus to max Stress Threshold.
Particularly Attractive
Particularly Attractive#
Cannot be combined with the Unremarkable trait.
I guess nobody can argue: Someone thinks this character is particularly good looking. Gain +2 to rolls made to persuade someone who finds you attractive (GM discretion, results may vary).
Picture of Health
Picture of Health#
You’ve definitely kept up with your doctor appointments. Gain a +1 bonus to VIT.
Sly
Sly#
You don’t have a tell, or maybe just barely. Gain a +2 bonus on rolls when deceiving others verbally.
Sneaky
Sneaky#
You are very good at remaining unnoticed. Gain a +2 bonus on stealth rolls.
Stubborn
Stubborn#
Your ideas are your own and nobody will change your mind. Gain a +2 bonus when making rolls to avoid manipulation or deception.
Tough
Tough#
You are tougher than the rest. Gain a max DEF bonus equal to ¼ your level (rounded down, minimum 1).
Unremarkable
Unremarkable#
Cannot be combined with the Particularly Attractive trait.
Some would consider you the most average of Joes. There is simply nothing that stands out about you. Gain a +2 bonus on rolls to blend into a crowd or otherwise visually hide your identity.
Unshakable
Unshakable#
No jump scare will frighten you, you were surprised that’s all. Gain a +2 bonus when rolling WILL checks against fear and distraction effects.
Well-Connected
Well-Connected#
Once per session, you may declare a contact in the current location (provided you have not already done so at that location). The GM determines what they know and how helpful they’ll be. Results may vary.
Sci-Fi#
Inter-Planet Traveler
Inter-Planet Traveler#
Your immune system has benefited from a great deal of traveling between planets. Gain a +2 bonus when rolling FORT against disease and infections.
Scrap Hauler
Scrap Hauler#
You are accustomed to carrying heavy loads in different environments. Each point of strength adds an additional +5lbs to your max carry weight, and you can carry one additional bulky item (max +20lbs and +1 bulky item).
Space Adept
Space Adept#
You are accustomed to moving through zero and low-gravity environments. Gain a +2 bonus to AGI checks to safely move in zero and low gravity environments.