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

 

Super Size!

        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

 

Pitcher

        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

 

Improved Lung Capacity

        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.

 

Shadow Traits

 

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

 

Resuscitation

        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

 

Tracking 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 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

 

I Donft Wanna Die!

        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

 

Just a Flesh Wound

        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