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Traits are unique abilities
that can only be chosen during character creation. The type of traits
available depends on the race of the character. Traits are characteristics
that better define just exactly who your character is. They don't really
fit into a single statistic or location, but are instead just called
Traits. Traits always have a good side and a bad side. If you want the
good side of a Trait, you must take the bad with it. Fortunately, Traits
are optional. You do not have to take a Trait to finish your character.
If you do want to select Traits, you may select up to two. You must
do this during character creation, since you cannot select a new Trait
once you finish your character creation. You can have at most two Traits
selected at a time. (Fast Metabolism, Brusier,
Small Frame, One Hander, Finesse,
Kamikaze, Heavy Handed, Fast
Shot, Bloody Mess, Jinxed, Good
Natured, Chemical Reliant, Chemical
Resistance, Night Person, Skilled,
Gifted, Glowing One, Tech
Wizard, Fear the Reaper, Vat Skin,
Ham Fisted, Domesticated, Rabid,
Tight Nuts, Targeting Comp, EMP
Shielding, and Beta Software.)
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Fast Metabolism: |
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Your metabolic rate is twice
normal (Healing Rate +2). This means that you are much less resistant
to radiation and poison (Poison and Radiation Resistance set to
0%), but your body heals faster.
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Bruiser: |
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A little slower, but a little
bigger (Strength +2). You may not hit as often, but they will
feel it when you do! Your total Action Points are lowered (Action
Points -2), but your Strength is increased.
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Small Frame: |
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You are smaller than average,
but that never slowed you down. You can't carry as much (Weight
-50lbs), but you are more agile (Agility +1).
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One Hander: |
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One of your hands is very dominant.
You excel with single-handed weapons (Small Arms +10%), but two-handed
weapons cause a problem (Big Guns -30%).
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Finesse: |
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Your attacks show a lot of
finesse. You don't do as much damage (-25% less damage), but you
cause more critical hits (+10% more critical chance).
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Kamikaze: |
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By not paying attention to
any threats, you cause a lot more damage (+25% more damage). This
lowers your armor class to just what you are wearing (No Agility
bonus to armor class), but you do more damage with every attack.
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Heavy Handed: |
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You swing harder, not better.
Your attacks are very brutal, but lack finesse. You rarely cause
a good critical (-20% on Critical Chart), but you always do more
melee damage (+4 to melee damage).
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Fast Shot: |
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You don't have time to aim
for a targeted attack, because you attack faster than normal people.
It costs you one less Action Point for guns and thrown weapons
(-1 Action Point Cost apply to guns and thrown weapons only and
can NOT call/aim shoot).
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Bloody Mess: |
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By some strange twist of fate,
people around you die violently. You always see the worst way
a person can die.
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Jinxed: |
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The good thing is everyone
around you (20 Hexes) is more vulnerable to bad luck, the bad
news is so are you! (Luck divided by 2)
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Good Natured: |
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You studied less-combative
skills as you were growing up (-10% all Combat Skills). Your combat
skills start at a lower level, but First Aid, Doctor, Speech and
Barter (+20%) are substantially improved.
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Chemical Reliant: |
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You are more easily addicted
to chemicals. Your chance to be addicted by chemicals use is twice
normal, but you recover faster from their ill effects.
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Chemical Resistance: |
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Chemicals only affect you half
as long as normal, but your chance to be addicted is also only
50% of normal.
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Night Person: |
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Your vision works much better
at night. Intelligence and Perception get a +1 bonus at night
but a -1 penalty during the day.
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Skilled: |
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Since you spent more time improving
your skills than a normal person, you gain 5 additional skill
points per experience level. The trade off is that you do not
gain as many extra abilities, since you take one level longer
to gain perks.
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Gifted: |
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You have more innate abilities
than most, so you have not spent as much time honing your skills.
Your primary statistics are each +1, but you lose -10% on all
skills to start, and receive 5 less skill points per level.
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Glowing One: |
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Extreme radiation exposure
has left you glowing in the dark! Darkness is no obstacle to you
or your enemies. You gain resistance to radiation but you radiate
those around you. (+35% to radiation resistance and no neg. penalty
in the dark for you or your enemies)
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Tech Wizard: |
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You spent your formative years
hunched over a bench learning tech stuff. Trouble is you've ruined
your eyes! You get a bonus to Science, Repair and Lockpick skills
(+20%), but a penalty of -1 to Perception.
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Fear the Reaper: |
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You have cheated death! You
gain perks more quickly as though you were still alive. Unfortunately
you are now on deaths short list!
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Vat Skin: |
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Other people find you hideous
to behold and vomit us to smell! You get a bonus to Armor Class
(+10 to Armor Class), but any friend or foe nearby will suffer
penalty to Perception (within 10 hexes suffers -1 to Perception
and within 5 hexes suffers - 2 to Perception).
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Ham Fisted: |
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Genetic engineering has endowed
you with huge hands. You get an extra tag skill on Unarmed but
you suffer a penalty on all technical skills. (Bonus Skill Tag
on Unarmed but -10% to First Aid, Doctor, Lockpick, Trap, Science
and Repair Skills).
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Domesticated: |
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You have undergone extensive
house training and have developed higher than normal Intelligence
(+3 Intelligent). However, you do less unarmed damage (-4 to Melee
Damage).
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Rabid: |
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You are a half crazed feral
killing machine. Crippled limbs have less effect on you and you
receive bonus Action Points whenever you kill an opponent. But
chemicals, including stimpacks, have no effect on you.
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Tight Nuts: |
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This robot was built to take
the knocks. It has double base damage resistance to any attack
but it is twice as difficult to repair.
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Targeting Comp: |
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This robot has a dedicated
targeting computer. All attacks cost +1 Action Points to perform
but when it does attack it has a +15% chance to hit.
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EMP Shielding: |
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This robot has a dedicated
EMP shielding system. This makes it heavier and therefore slower
(-2 Agility). This trait causes a penalty to agility but a 30%
bonus to EMP resistance.
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Beta Software: |
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This robot is equipped with
experimental software. It gets 4 tag skills but is prone to unexpected
system glitches.
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