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.

NameDescription
Alert+4 to initiative.
ComposedRe-roll one decision die after your first failed WILL check each session.
Diplomatic+2 to persuasion rolls.
Hot-HeadedGain temporary +2 AP the first time you take VIT damage each session.
Intimidating+2 to intimidation rolls.
LuckyBonus 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.
StubbornResist manipulation and deception.
ToughDEF bonus.
Unremarkable+2 bonus to blend into a crowd or visually hide your identity.
UnshakableResistant to fear and distraction.
Well-ConnectedDeclare a contact once per session in your current location.
NameDescription
Inter-Planet TravelerImmune system hardened by travel between planets.
Scrap HaulerAccustomed to carrying heavy loads in different environments.
Space AdeptAccustomed 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.