Traits

Traits are a distinguishing characteristic - usually something characters are born/start with (using CP) though some can be gained during game play either permanently or temporarily. They adjust other facets, powers, behavior, knowledge, provide background or possessions, and often have requirements to acquire and/or use them. Some traits are based on a value which may be used in a resolution check, using the level as a target (similar to a skill or attribute).

Traits measured in levels can be improved, either as an ability (CP = 1 x Next Level) or as an attribute (CP = 2 x Next Level).

[species]

Character Traits: Traits available to all species are considered Character Traits. These can vary from one milieu to another, so check the guides for specific milieus to learn if any traits unique to the milieu exist or if any have been altered or disallowed.

Species Traits: Traits that are available to a character due to the physiology of their species. Some are required by all, others represent optional variations within the species. Those automatically granted by species do not have to meet capability requirements; they are part of their biological and/or physiological composition and characters are considered 'naturally capable'.

Trait CP Value

The adjustment applied to the character when the trait is acquired using CP. It represents either a disadvantage (positive value; grants CP) or advantage (negative value; costs CP). Any character points gained through disadvantages may be used normally. Unless noted, trait CP adjustments are only applied during character creation.

Trait Types

Trait Type Summary
Trait TypeDescription / Function
BackgroundBackground traits represent additional resources and character depth; most cost character points rather than provide additional ones. Background traits should only cost CP at time of character creation, similar conditions to background traits worked for through game play do not cost CP.
BehavioralBehavioral traits are drives or beliefs which cause a character to act in manner not completely in their own control.
FaithFaith traits are characteristics which depend some way upon the faith of the character and/or the institution which may support it. Every faith trait requires that the character be a follower of a faith.
IntellectualIntellectual traits deal with mental qualities, quirks, and thought processes.
KineticKinetic traits describe various kinetic powers related to chi fueled powers.
MagicMagic traits are characteristics which affect interaction with magical energies. This may alter how a character perceives or manipulates these energies or even alter the their capacity for or resistance to them.
PhysicalPhysical traits are those which are based on biological process or physiological make up.
PsychicPsychic traits deal with characteristics related to psychic mechanisms and ability. These can be affinities to powers or a pre-disposition to various levels of awareness, communication, and attunement.

Developing Traits During Game Play

The effects of a trait can be acquired during game play through normal story development; no CP are gained in situations like this unless specifically allowed by the GM. If CP are allowed to be used to purchase a trait during play, any specific trait cost should be 1 CP higher than normal, unless the game play absolutely facilitates it.

Removing Traits During Game Play

If the rules and/or GM allow it, a character can overcome some negative traits. These may be removed during game play through the character’s natural efforts; however the removal will cost one (1) CP more than the initial number of CP gained for the trait.In the case of beavioral traits which cost CP, it takes half (round up) to remove them. Time is highly variable depnding on the nature of the trait, but almost always an extensive learning cycle.

Taking a Trait More Than Once

Unless specified within the description, no character may take a Trait more than once, or if the story allows for it and/or the GM allow it. Typically, those that allow multiple purchases represent distinct variations (not considered duplicates) upon the same trait, such as multiple phobias. A duplicate trait cannot grant CP beyond its acquisition.

Trait List

Advantages (CP Cost)

Advantages [Trait] List
Trait NameType CP ValueCapability/Requirements
Ability Adaptation Background-10
Ability Adaptation Background-10
Accelerated Healing Physical-4 [Attrib] HLT 5(required), STA 4(required)
Ambidexterity Physical-4 Kinetic 1(required), [Attrib] CRD 4(required)
Assets Background-1 to -5
Berserk Behavioral-5 [Attrib] WPR < 8(required)
Chi Pool KineticNone
Cohesion Pool PsychicNone
Connection Background-2 or -4
Conviction FaithAs Skill Faith 1, Grace
Currency Background-1 to -5
Danger Sense Psychic-5
Diffusion Smell Physical-1 [Species Trait Only]
Echo Location Physical-1 [Species Trait Only]
Elemental Affinity Physical-4
Elemental Resistance Physical-3 or -5
Environmental Adaptation Physical-1
Equipment Background-1
Familiarity Physical-1
Good Luck Psychic-1
Heightened Sense Physical-2 or -4
Higher Purpose Behavioral-4 [Attrib] WPR 4
Income Background-1 to -5
Iron Gut Physical-2 [Attrib] HLT 4(required)
Iron Will IntellectualAs Attribute [Attrib] WPR 4(required)
Kinetic Faculty PhysicalAs Skill Kinetic 4(required)
Land Background-1 to -5
Less Sleep Physical-2 [Attrib] STA 5(required)
Library Background-1 to -4
Light Sleeper Physical-2 [Attrib] PER 4(required)
Lowlight Vision Physical-1 to -5 [Species Trait Only]
Mana Pool MagicNone
Masterful Hunter Physical-3 Kinetic 1, [Species Trait Only]
Masterful Hunter Physical-3 Kinetic 1, [Species Trait Only]
Mentor Background-3
Natural Linguist Intellectual-3 [Attrib] PER 3(required)
Occult Reserve MagicAs Skill Magic 1(required)
Pet, Companion Background-3
Pet, Extraordinary Background-2
Pet, Ordinary Background-1
Prejudice Behavioral-1 or -2
Provision Background-2 to -5
Psychic Insight PsychicAs Skill [Attrib] SAN 4, RSN 3
Reality Anchor Psychic-3 [Attrib] SAN 4(required)
Residence Background-1 to -5
Sharp Memory Intellectual-3
Studious Behavioral-2 [Attrib] REA 4(required)
Sustenance Storage Physical-3
Synergy Pool FaithNone
Thermal Sight Physical-1 [Species Trait Only]
Time Sensitive Physical-2 [Attrib] INT 4(required)
Toughened Physical-1 [Species Trait Only]
Toughness PhysicalAs Skill
Toxin Resistance Physical-2 or -5
Ultraviolet Sight Physical-1 [Species Trait Only]
Vibration Sense Physical-1 [Species Trait Only]
Youthful Appearance Physical-1

Disadvantages (CP Gain)

Disadvantages [Trait] List
Trait NameType CP ValueCapability/Requirements
Allergies Physical+1 or +3
Bad Luck Psychic+1
Blood Lust Behavioral+1 to +4
Cleanliness Behavioral+1 to +4
Code of Conduct Behavioral+1
Cowardice Behavioral+1 to +4
Curiosity Behavioral+1 to +4
Daredevil Behavioral+1 to +4
Deep Sleeper Physical+1
Elemental Sensitivity Physical+1 to +5
Honest Behavioral+1 to +4
Kleptomania Behavioral+1 to +4
Laziness Behavioral+1 to +4
Liar Behavioral+1 to +4
Lust Behavioral+1 to +4
Nightmares Intellectual+1 to +5
Overconfident Behavioral+1 to +4
Phobia Behavioral+1 to +4
Reclusiveness Behavioral+1 to +4
Repellence Physical+1 to +4
Selective Digestion Physical+1
Short Fuse Behavioral+1 to +4
Territorial Behavioral+1 to +4
Tithe Background+1 to +4
Uneducated Background+5

Trait Descriptions

Ability Adaptation
Background Trait / CP Value: -10

The character may purchase a single new core ability any time after character creation. This ability must be named when the trait is taken.


Ability Adaptation
Background Trait / CP Value: -10

The character may purchase a single new core ability any time after character creation. This ability must be named when the trait is taken.


Accelerated Healing
Physical Trait / CP Value: -4
[Attrib] HLT 5(required), STA 4(required)

The character's body naturally heals faster than normal. In effect, it adds one to the character's normal healing factor. The character is affected by damage, disease and infection as normal, and cannot reconstitute limbs or organs.


Allergies
Physical Trait / CP Value: +1 or +3

The character has an allergic reaction to a particular substance. The specific allergy must be decided upon by both the player and the Game Master. Chosen allergies must be prevalent in the game so as to be a potential problem for the character.

The character must make a HLT check when exposed to the allergen or suffer a -1 CS penalty on all actions. The penalty doubles to -2 CS for prolonged (4+ hours) exposure. These penalties are the result of physical reactions such as uncontrolled eye watering, blistering, rashes, or sneezing; all of which could provoke noise and sufferings at inopportune moments. Specifics may vary by species as well.


Ambidexterity
Physical Trait / CP Value: -4
Kinetic 1(required), [Attrib] CRD 4(required)

The character is equally coordinated with both (all) hands and arms. This removes any need for specifying which hand a weapon (or shield) was learned with. This trait negates any penalty for using an item in the off hand, and halves any CS penalties for using multiple items in concurrent actions. The character must reduce their overall CRD by 1 when taking this trait. The character still possesses a dominant hand which is inclined to be used above all others; 90% of the time that will be the left hand.


Assets
Background Trait / CP Value: -1 to -5

Assets are portable items of value, such as jewelry, timepiece, art, furniture, clothing, etc. Assets most often have aesthetic, social or sentimental value as opposed to purely functional. They cannot be exchanged for starting money. The value of the assets is determined by the number of points spent. In general, the value is also reflective of the availability of the item(s) as well.

Hard currency and real estate are not covered under this trait (see the Currency trait and others hereafter.) Such things as transportation and weapons are covered under the other traits, and as such are prohibited from being acquired under this trait.


Bad Luck
Psychic Trait / CP Value: +1

The idea of bad luck is that the character is made to suffer. The Game Master is allowed to change one outcome for the character per game session. This can be any result, random event, or situation to the detriment of the character. Game Masters should use common sense in determining how this is applied that it may better the story; a character should not have to re-check a resolution after performing a life saving action.


Berserk
Behavioral Trait / CP Value: -5
[Attrib] WPR < 8(required)

Berserk is a frenzied state of aggression. The state only allows its victims to engage in melee combat and allows no defensive actions. Ranged devices are allowed, though once a weapon's ammunition is exhausted, the target must switch to melee. Berserk grants the target +2 MUS, STA, and WPR and renders them immune to fear and insanity. Additionally the victim gains a temporary bonus of +4 to their Toughness. All effects of poison are delayed until the rage ends; whichever is shorter. While in the frenzied state, PER, INT, and RSN suffer a -4 penalty.

The victim must stay in the state until all immediate foes within sight or reach have been killed, to a maximum of 1 hour. On ending, the victim must make SAN check at the end of each round to end the berserk state. A failed check means the victim must direct their fury upon their nearest foes, companions, breakable objects, or themselves in some way. Once the berserk state is passed, the victim suffers twice the amount of resilience gained in fatigue damage.

Characters with a Willpower rating greater than 7 cannot go berserk. An emotional trigger is required to achieve it, such as hatred, lust, or even a heightened edge such as three previous rounds of combat.


Blood Lust
Behavioral Trait / CP Value: +1 to +4

The victim is consumed by the psychological compulsion to see and cause the spilling of blood. They will revel - shouting, leering, acting aggresively - in the feel, sight, and scent of blood in battle. They must make a check when fighting begins, or begin close quarter combat (disdaining ranged weapons unless a gory result can be witnessed at range) as soon as possible. The taking of prisoners becomes impossible while under the effects of this - all attacks will be for real damage and to kill.


Chi Pool
Kinetic Trait / CP Value: None

Chi is the kinetic energy generated from living bodies interaction with the material world, and is the fuel that powers Quigong and Chi Cornerstones.

Starting: (Kinetic Ability Level x 5) + HLT and SAN

Recover: Once chi is used, it does return. Normal recovery is a rate equal to the being’s kinetic aptitude level per hour; regardless of any physical strain or state of rest. A recovery rate of zero recovers one point every two hours. A negative recovery rate continues to increase the number of hours it takes to recover one (1) point. Powers, skills (such as meditation) and conditions may alter this.

Increasing: Characters may release their inner potential and gain an amount of chi equal to their kinetic aptitude level for each CP spent. There is no limit to a character’s expenditure in this way. Other methods and avenues of increase exist through traits, skills, and powers.


Cleanliness
Behavioral Trait / CP Value: +1 to +4

A psychological compulsion of excessive grooming habits is imposed on the victim and others as a standard. The character is very fastidious, always fussing with their clothes and checking their skin and hair. Victims will obsess about the cleanliness of objects used by or in contact with them. At the moment of any wound, fall, scuff, brush or contact of any kind with a potential to mar their clothes or countenance they must make a check or take a round to tidy up or cover from view the offending area. They avoid filthy people and places and will make comments on those less clean than themselves. If forced to wear or operate without cleaning for a full day, they must make a check or seek immediate cleansing measures, becoming unfocussed and suffering a -1 CS penalty to all actions until they are able to make themselves clean.


Code of Conduct
Behavioral Trait / CP Value: +1

The character must behave within a defined set of guidelines. If the character willfully and knowingly fails to abide by their code (in both letter and spirit), they will suffer a major loss of focus (no attribute skill modifiers, no refined or timed action benefits) - plagued by guilt and doubt. If not obvious, an INT check can assess the possibility of this for a given action. The penalty is in effect until they are able to redeem themselves, redressing wrongs and offsetting the consequences of their failure. Codes must require the character to conform to specific ideals which will govern their behavior in a majority of their dealings. It must be established before play.


Cohesion Pool
Psychic Trait / CP Value: None

Cohesion is the energy that bonds the will to reality and is the fuel that powers psychics. All things conceivable have some measure of this, though only living entities have any meaningful amount. Psychics use cohesion to impose a new thread upon the pattern. The cohesion pool for living beings is based on psychic aptitude and sanity, and can be augmented.

Starting Cohesion Pool = (Psychic Aptitude Level + SAN) x 5

Recovery: Once cohesion is used, it does return. Normal recovery a rate equal to the being’s Psychic Aptitude per hour; regardless of any physical strain or state of rest. A recovery rate of zero recovers one point every two hours. A negative recovery rate continues to increase the number of hours it takes to recover one (1) point. Powers, skills (such as meditation) and conditions may alter this.

Increasing: Characters may release their inner potential and gain an amount of cohesion equal to their psychic aptitude level x 2 for each CP spent. There is no limit to a character’s expenditure in this way. Other methods and avenues of increase exist through traits, skills, and learning powers.


Connection
Background Trait / CP Value: -2 or -4

Connections are either physical or virtual. Virtual connections are identities inside of systems or businesses that the PC’s can use. It could be an identity to gain access to a business or civil computer system, or a recognized persona (with the normal trappings) for physical access.

Physical connections are NPC's with abilities and knowledge (items, information, etc.) which the character can tap into for their benefit. Some part of the character’s history has been spent in building this relationship with a friend, relative, or neutral contact of either personal or business nature. The contact will always be accessible to the character, having achieved a preferential status. Though the connection is favorably inclined, help will still come at some sort of cost. The nature and history between the connection and the character must be determined before play. The GM should choose a number of skills equal to the CHA of the character as the abilities of the connection. The levels of these will typically be two levels higher than the PC’s (if duplicated) or a level of 6 – whichever is higher. Duplicates will increase as the character’s does, to a maximum of 10.


Conviction
Faith Trait / CP Value: As Skill
Faith 1, Grace

Conviction is representative of a follower’s true strength of belief - a measure of the developed bond between them and their faith. It is used in various powers of faith to influence the strength of an effect. A character’s Conviction is rated and improved as if it were an skill.

A starting character's conviction can be no more than one (1). Conviction applies only to a single deity or faith; being a follower of multiple may necessitate multiple conviction ratings.

[Indicator] More information
Cowardice
Behavioral Trait / CP Value: +1 to +4

The victim of the compulsion suffers from an overwhelming fear of personal danger or harm. Where an immediate threat is endangering the victim’s life, they must make a successful check or attempt to run away or disengage. All manner of excuses will be made hide their cowardice.


Curiosity
Behavioral Trait / CP Value: +1 to +4

The victim of the compulsion experiences an insatiable urge to perform whatever steps are necessary to discover things which are hidden, observe events whose outcome is undetermined, or that are obscured in some manner - i.e. pull levers, see what is behind a door, investigate a strange sound, etc.


Currency
Background Trait / CP Value: -1 to -5

The character begins play with a different amount of starting money than normal for the milieu. There are seven different options for this particular trait, each with a unique point cost or gain. The actual value of the currency, and amount will be determined by the individual milieu the character is created in. See the milieu materials for the specific milieu to get the appropriate values.

The character cannot spend any more than the standard starting currency for a milieu during character creation. Excess currency is noted on the character sheet, to be used in game play once it has begun. I.e. No additional currency gained from this trait can be used in any way at time of character creation.


Danger Sense
Psychic Trait / CP Value: -5

This is an innate sense that the target is about to come to some harm or other danger. On a successful INT check, this trait alerts the character to circumstances under which surprise would automatically be achieved, thus negating the effects of it. In all other circumstances in which an check is allowed against a threat, the character gains a +4 CS bonus. Threats lacking conscious intent (e.g. mechanical traps, unintelligent life, etc.) impose a -4 CS penalty to any checks.

Danger sense allows a last-second defensive action for the target only. There is no time to communicate the danger to others in time for them to act.


Daredevil
Behavioral Trait / CP Value: +1 to +4

The victim of the compulsion loves the thrill of personal danger and excessive risk taking. In normal situations, the character will use abilities such as jump, climb, etc. to attempt visibly spectacular results for actions. The victim will always volunteer for difficult missions. They will take the most difficult of a given set of options in order to prove themselves.


Deep Sleeper
Physical Trait / CP Value: +1

An INT check is required to wake up any time before normal sleep cycle (according to the character’s species) has been completed. Normally, the character will sleep through all manner of disturbances (thunder storms, combat around them, etc.). Direct physical contact will not normally awaken the character unless damage is caused. A character waking from deep sleep will be groggy, suffering mild disability for five (5) minutes.


Diffusion Smell
Physical Trait / CP Value: -1
[Species Trait Only]

The sense of smell is so refined that the character can detect minute differences in the diffusion of odors. This enables the character to determine the source (if exposed to before), direction, and age of the source of an odor with a PER check.

Characters receive a PER check for any such activities modified by any listed adjustments. The character can sense to a range in meters equal to the noted sense Acuity Level x 1m as short range, using standard range modifiers beyond (Medium Range is Acuity Level x2m with -2 CS, Long Range is Acuity Level x 4m with -4 CS, etc.).


Echo Location
Physical Trait / CP Value: -1
[Species Trait Only]

Commonly known as sonar, echo location allows a character to gauge direction, distance and shapes by emitting sound waves and receiving the return signal when they bounce back.


Elemental Affinity
Physical Trait / CP Value: -4

Character is hyper-sensitive to the environment of a primary/natural element. Some races may have this trait in one form or another. Characters have a base check of their PER attribute to become aware of specific elemental conditions. The exact knowledge gained from this trait can range from exact to a close approximation. Further adjustments may be imposed by the Game Master.

Any character possessing this trait must have some explanation of how it was acquired. These abilities gained from this trait are not normally developed in most settings. Affinity in no way implies in ability to survive in naturally inimical environments. This trait may only be taken once, unless specifically allowed by the Species Profile.


Elemental Resistance
Physical Trait / CP Value: -3 or -5

Characters have developed a hard resistance to specific elemental manifestations.

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The strength of the resistance to the environment or condition varies. A character can possess minor resistance via many means, although major resistance is usually through biological means or equipment.

This trait may affect the Damage Intensity Factor and/or Damage Intensity Cycle


Elemental Sensitivity
Physical Trait / CP Value: +1 to +5

The character is particularly sensitive to specific enviromental conditions. It could be be either the lack of a certain enviroment (needs water), or sensiative to a particular extreem enviromental condition (heat, cold).


Environmental Adaptation
Physical Trait / CP Value: -1

The character has acclimatized to a certain variation in the normal environment for their species. The variation is not so great as to render them resistant (see Elemental Resistance hereafter), but does allow them to live in comfort in conditions which others of same or similar species would find at least uncomfortable, if not intolerable over a long period of time.

Benefits: If the character is taking damage from environmental conditions in which the damage cycle is measured in days or greater, the damage is halved (i.e. 1 point per day becomes 1 point every 2 days). Environmental Adaptation

The character must choose one of the following:

Any character possessing this trait must have some explanation of how it was acquired. These abilities gained from this trait are not normally developed in most settings. Such adaptations as afforded by this trait may prove to be hindrances or produce discomfort in normal climes. This trait may only be taken once, unless specifically allowed by the Species Profile.


Equipment
Background Trait / CP Value: -1

The character begins play with a minimum amount of equipment necessary to dress, eat, sleep, and perform all of their skills and abilities for a minimum of a month or equaivalent. All such equipment should factor in appropriateness based on climate and environment. Note that equipment does not include extra academic or reference materials, only references used while acquiring proficiency. Equipment includes a weapon for any weapon familiarity, melee or fend skills, a minimal kit (toolkit, medical kit, etc.) for any ability requiring one, fundamental clothing and accouterments. For example, a carpenter would start with a basic utility belt, and a small selection of hand tools - enough to build a table, but not a house. Every milieu will have a ‘basic equipment’ package for general day-to-day living which is also included in this trait. The Game Master must approve the final list of equipment.


Familiarity
Physical Trait / CP Value: -1

Familiarity denotes a certain level of knowledge of a specific subject along with a comfort in working with it that comes from prolonged exposure. This trait can be purchased for areas of interest, specialty equipment, groups of items (wpn. skill group), places, tools, devices or objects which are either part of a skill proficiency, or independent of skills. For non-starting characters this requires some dedicated game time based on the closest related skill training, level. The specific subject must be declared at the time of acquiring the trait.

Subjects can develop a deep, precise familiarity of a single home living places (+1 CS) on any checks related to communication, surviving in, or seeking information about the locale in question. The character must be immersed for a specific duration (using learning cycles) based on the size and/or complexity of the area. Time is broken down as: Large tracts of land (trade learning), city (major learning), village (minor learning), and neighborhood (trivial).


Good Luck
Psychic Trait / CP Value: -1

The character is lucky. This allows the Game Master to alter the outcome of random events or actions in the character's favor. Additionally, the character is granted a measure to be used in one positive alteration of events during a single game session, in one the following ways:


Heightened Sense
Physical Trait / CP Value: -2 or -4

This grants the character a bonus on their PER attribute checks in regards to a specific sense. Each sense (Sight, Hearing, Smell, Taste, Touch) inherits its base value from the PER attribute rating. This affect only attribute checks directly, not skills which use it as a modifier.

This trait can only be taken once for each sense.


Higher Purpose
Behavioral Trait / CP Value: -4
[Attrib] WPR 4

The character will have an overpowering purpose which drives and compels them and gives meaning to their life. Events and activities not directly related to this purpose are merely trivialities, requiring momentary scrutiny at best. Anything which may be contrary towards serving this purpose that a character is compelled to do will automatically break the compulsion. Personal survival is secondary compared to the higher purpose. Likewise, the purpose can give great personal strength and intensity to actions which are directly related to accomplishing the purpose will always receive a minimum of +1 CS.

Usually chosen by those with high faith aptitude. The specific purpose must be agreed upon by the Game Master and player before play.


Honest
Behavioral Trait / CP Value: +1 to +4

The victim of the compulsion is unable to tell a lie. When faced with a situation where they must (execution of a plan, preservation of self or close friend) lie, they must make a check or blurt out the blatant truth. They will never lie in normal situations, though a check can allow them to remain silent or omit details. Any manner of obfuscation will make the victim uncomfortable.


Income
Background Trait / CP Value: -1 to -5

The character will start off with a steady source of income. The source of the income must be agreed upon by the GM and player, and will be dependant on milieu. Depending on the number of character points, a percentage of the base starting currency value is granted on a monthly (or equivalent) basis:

1: This is the value, after being modified by all other affects at the time of character creation.

The income gained must be picked up by the character at a specific point. What form the income takes, whether or not the character accumulates in his absence and other such considerations are up to the Game Master.


Iron Gut
Physical Trait / CP Value: -2
[Attrib] HLT 4(required)

The character is capable of digesting foodstuffs normally not found as or used in the species diet, or foodstuffs which would normally cause digestive irritation – such as over-ripe fruit, slightly soured milk, spoiled meats (not rotting), unclean water, etc. without any or only mild affect.

Characters selecting this trait cannot voluntarily select any traits which also limit their digestion or palette.


Iron Will
Intellectual Trait / CP Value: As Attribute
[Attrib] WPR 4(required)

Iron Will provides a reserve of fortitude that is normally untapped. The rating is applied to other attributes for resistance against any attempt to influence/control the mind or body of the possessor in a life-or death situation. It can checked each round to stave off the effects of incapacitation or prevent character death from dropping below zero resilience (each wound per round, failures are not re-checked). It can be added to attributes or skills in life-or-death situations (such as adding to MUS when trying to life a car off a victim).

For each 4 levels of Iron Will, the possessor can ignore 1 measure of incapacitation and gains a +1 on consciousness checks.


Kinetic Faculty
Physical Trait / CP Value: As Skill
Kinetic 4(required)

This allows the character to develop chi cornerstone powers. These powers are developed through innate pathways, outside of conscious processes. A 4 kinetic aptitude is required for these powers to manifest in this way. A character may tap a maximum number of chi cornerstone powers equal to half their kinetic faculty rating, and only a single one may manifest at the time of character creation. These can only be developed if the related skills and activity are actively being attempted and used, though take no learning time per se - they simply manifest when the trait level allows.


Kleptomania
Behavioral Trait / CP Value: +1 to +4

The victim of the compulsion steals for the sake of theft or thrill of it. In normal situations, the character will always steal small items (ashtrays, towels, etc.). When presented with an opportunity to steal objects of great value or which will get the character in trouble, they may resist with a check.


Land
Background Trait / CP Value: -1 to -5

The character begins play owning a certain amount of undeveloped land. This land is cannot be prime real estate, but can be within major metropolitan/urban areas. The amount of land is measured in square acres below.

Acreage can be traded for location. In a rural community, the amount of land is doubled. In a rustic setting, the amount is ten (10) times the urban amount. In wilderness, the amount of land is multiplied by one hundred (100).

Such land is undeveloped. No structures, utilities or services are included. Taxes and fees are not paid for, and must be handled by the character as requirements are made.


Laziness
Behavioral Trait / CP Value: +1 to +4

The victim of the compulsion avoids work and desires to expend the least amount of effort in any given situation. Regimens or highly disciplined activities require a check. Normally the character will fall asleep on watch, never volunteer to do anything, hide to prevent having to do chores, take short cuts, cut corners, etc.


Less Sleep
Physical Trait / CP Value: -2
[Attrib] STA 5(required)

The character can achieve the same amount of rest as normally required for their species in 2/3 the normal time. Only the normal cycle of sleep is affected, no other regenerative effects from rest (such as healing) are impacted.


Liar
Behavioral Trait / CP Value: +1 to +4

The victim of the compulsion is unable to tell the truth. Every tale will be a tall tale, every bit of information will be infused with some half truths and/or embellishments. If the character wishes to tell the full, unvarnished truth, they must make a check.


Library
Background Trait / CP Value: -1 to -4

The character owns a personal reference set of materials for study or research. These bodies of work can be either in printed or electronic form depending on milieu and technology. The field of study or lore (associated skill) that the library is the subject of must be specified. Libraries are rated in levels of knowledge they possess, from 1 to 12. A library must be kept and stored somewhere, and it may not always be accessible to the character, depending on the media.

A character having time to utilize a library of greater knowledge than their own in the course of an action related to its subject, will be granted a bonus. For example, a researcher with access to a European history reference library may study it to find the date and place of a certain event and more about the event. This trait may be purchased once for each field of study.

For each full 2 levels higher than the user has in the related skill, they grant a +1 CS when using it as a reference source. This implies they have to have unfettered access to it, and be actively using it in their research.


Light Sleeper
Physical Trait / CP Value: -2
[Attrib] PER 4(required)

On a subconscious level the character is aware of sensory input from the local environment during sleep. The character gets a PER check to awaken from slumber whenever a disturbance or sound out of the ordinary enters their environment as if they were awake.


Lowlight Vision
Physical Trait / CP Value: -1 to -5
[Species Trait Only]

This denotes a higher level of efficiency in the optical organ’s ability to gather light. In progressive shades of darkness, images begin to lose color as the reflection in the spectrum is reduced. Clarity or sharpness is not significantly reduced, although the loss of contrast can make fine details more difficult to make out. Complete darkness will still render lowlight vision blind.


Lust
Behavioral Trait / CP Value: +1 to +4

The victim of the compulsion is consumed with obvious, uncontrollable obsession with a person, object or type of object or activity (sex; satyriasis & nymphomania). The character must always be attempting to possess or participate in the object of their lust, spending money, time, and using their best stock of goods to create a good impression.


Mana Pool
Magic Trait / CP Value: None

Mana is the living energy in all things and is the fuel that powers magic. All things have pool of mana, living creatures have more than inanimate objects which have a pool based on their nature and size (but usually only 1-10). The mana pool for living beings is based on magic aptitude and vitality, and can be augmented.

Starting Mana Pool = (Magic Apt. Level + VIT) x 5, minimum 1

Recovery: Once mana is used, it does return. Normal recovery is 1/day or for living beings a rate equal to the being’s Magic Aptitude per hour; regardless of any physical strain or state of rest. A recovery rate of zero recovers one point every two hours. A negative recovery rate continues to increase the number of hours it takes to recover one (1) point. Powers, skills (such as meditation) and conditions may alter this.

Increasing: Characters may release their inner potential and gain an amount of mana equal to their magic aptitude level x 2 for each CP spent. There is no limit to a character’s expenditure in this way. Other methods and avenues of increase exist through traits, skills (such as mana sense) and powers (magical methodologies, etc.). Each time a new level of Mana Sense or a methodology (like Sorvery) is gained, the possessor gain an amount of mana equal to the level x their magic ability level.


Masterful Hunter
Physical Trait / CP Value: -3
Kinetic 1, [Species Trait Only]

This grants animal predators that have are part of a natural predatory/prey cycle from birth a natural ability to attack the more vulnerable areas of prey; combat strikes are half penalty. They prey must be understood by the predator to apply this - i.e. the predator must understand what limb is a leg to hobble, where the throat/neck is. For targets not natural prey for a predator but which may appear or seem to be, the GM may decide or make a check. The benefits apply only to attacks made with natural weapons.


Masterful Hunter
Physical Trait / CP Value: -3
Kinetic 1, [Species Trait Only]

This grants animal predators that have are part of a natural predatory/prey cycle from birth a natural ability to attack the more vulnerable areas of prey; combat strikes are half penalty. They prey must be understood by the predator to apply this - i.e. the predator must understand what limb is a leg to hobble, where the throat/neck is. For targets not natural prey for a predator but which may appear or seem to be, the GM may decide or make a check. The benefits apply only to attacks made with natural weapons.


Mentor
Background Trait / CP Value: -3

A Mentor is someone more proficient than the character, providing the character tutelage in their chosen profession/skill. A mentor is only capable of providing guidance and teaching for a single skill or field of skills. Example: An arms master to train the character with a few select weapons. The mentor and pupil relationship is not merely professional. In choosing a mentor, the character gains more than a teacher.

Character receives a benefit when training or improving skills. Benefits should include reduced costs or increase chance of success and/or use of equipment or practice area.

Game Master must assist in defining the exact benefits of the mentorship. Generally, monetary compensation will be approximately 5% of the characters income. This reflects the dedication the character has to supporting their mentor and their shared ideals and/or continuance of the profession/art/skill which the mentor promotes. The relationship may become strained between student and mentor if the characters actions go strongly against the mentors beliefs or values. Example: Argrus the sage has been a mentor to Aretha for many years. Aretha has fallen on tough times, and begins to sell her knowledge to the less scrupulous criminal elements. This reflects poorly on the reputation of Argus, who terminates their relationship until Aretha can demonstrate her repentance. In extreme circumstances, when a mentor feels the pupil has betrayed the art, craft, or skill ideals, they may turn on the student. Any character which voluntarily ends the mentorship may suffer social repercussions. Loss of favor, bad reactions, and general distrust may result as a consequence to their actions, especially if the reason was invalid or poor.


Natural Armor
Physical Trait / CP Value: Variable
[Species Trait Only]

Natural armor provides a natural layer of protection for those who possesses it. It may be thick skin, heavy scales, exoskeleton, or some other form. Natural armor is an armor value (AV) rating which (unless noted) is never diminished. It heals as its possessor heals, though damage to the resilience of the possessor has no impact on it.

The value of natural armor is set by species or effect. Characters cannot possess natural armor outside of this, unless allowed for by specific exception.


Natural Linguist
Intellectual Trait / CP Value: -3
[Attrib] PER 3(required)

The character must pick a primary language; all CP costs to learn to speak are halved and the first level is granted for free. The second level of any spoken language is half normal CP cost. Learning new languages is accomplished in half the normal time. Any penalty for understanding regional dialects is reduced by 1.

New languages must be learned as normal. However, the character's natural linguistic ability will reduce the time spent learning a new language by as much as 20%. This affinity also reduces the cost to purchase the second level of a language skill by half (i.e. 1 CP instead of the normal 2)

[Indicator] More information
Nightmares
Intellectual Trait / CP Value: +1 to +5

The victim suffers from violent, reoccurring nightmares which can severely disturb the psyche. When sleeping the Game Master makes a SAN check for the character. If the check fails, the victim only gets half their normal rest, heals at only half the normal rate, and is under the effects of incapacitation until they can successfully complete a full sleep cycle without nightmares.


Occult Reserve
Magic Trait / CP Value: As Skill
Magic 1(required)

The complexities and vagaries of magic make it difficult to integrate seamlessly with the directing of mana to invoke a distinct effect. Magi develop a distinct layer of memory and focused concentration, called an Occult Reservoir, on which formulae are imprinted so they can be readily woven into the greater pattern. Magi build this reservoir by developing a reserve of energy called Occult Reserve. Without this developed system, the practice of magic becomes inconsistent in its results are unreliable.

Occult Reserve is increased as a skill with a trivial learning path. Each level of the reserve increases the character’s Occult Reservoir value by an amount equal to the character’s magic aptitude plus their CS adjustment from Reason.

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Overconfident
Behavioral Trait / CP Value: +1 to +4

The victim of the compulsion suffers from the unwarranted belief that their abilities are up to any challenge. Such characters will never say no to difficult tasks, even those normally outside their capability.

Where other compulsions direct the character to action (such as daredevil, curiosity, etc.) any non proficient skills used in life-or-death actions are treated as if the character possessed a skill within the same skill group.


Pet, Companion
Background Trait / CP Value: -3

Character begins the game or gains a loyal companion. Such companions are in the form of a pet (dog, cat, bird, monkey, etc.), guide animal, or some such equivalent. They are dependant on the character for many things, but can survive without them. They will fight to the death to protect the character (unless trained or ordered otherwise), but are not trained for combat. There is a special bond developed with a companion. The companion can do many things. It can learn to track, watch over the character, warn them of danger, etc. In this sense, the character has a second extension of senses and awareness to rely upon when their own is insufficient or fails. Example: Rum Barrel the parrot's light sleep is disturbed as his companion master is about to be clubbed in his sleep. Rum Barrel flies towards the intruders, squawking to wake his companion and making a nuisance of himself to the attackers.Regardless of the overall intelligence of the species of the companion, they have the following benefits:

Companions are not slaves and have their own personalities. They may be contrary to the character's wishes at times, usually in a humorous or non-critical manner. Their loyalty is also based on the treatment they get. In most cultures, the character will be responsible for the actions of their companion. This may cause potential legal and social difficulties depending on the behavior and nature of the companion. If a companion dies of natural causes, they can be replaced with a new one, gaining all the same benefits. If the GM rules that a perished companion was not abused or exploited and died protecting the character, they may allow a new one with the same benefits as well. Whether or not the companion can be replaced, and under what circumstances is up to the GM. Acquiring and training a new companion will also take time, to be determined by the GM.


Pet, Extraordinary
Background Trait / CP Value: -2

These have all the same capability as an ordinary pet; however they possess some other facet - greater size, ability, and/or intelligence. These pets are much more capable of acting on their owners behalf independently of mere physical defense. The owner and pet share a bond that allows much greater communication than mere feelings. Extraordinary pets can be taught or learn ‘tricks’ on their own. The GM should treat extraordinary pets as full NPC’s, and assist in deciding their actions based on what understanding they may possess that their owner does not.


Pet, Ordinary
Background Trait / CP Value: -1

These are small to medium sized, domesticated (at least in relation to the owner) animals of low intelligence. Their senses are often much sharper than their owners and do make excellent guards. Their senses can easily distinguish between friend and unfamiliar, and will remember general treatment done to them and their owner by an individual. They can communicate through some form of expression (generally understood by their owner), their general feelings and desires. They can (though most won’t) act in defense if their owner is perceived to be attacked directly. Pets must be taken care of appropriately – emotionally as well as physically (feeding, grooming if needed, etc.) in order for them to continue to have the same commitment to their owner.


Phobia
Behavioral Trait / CP Value: +1 to +4

Phobia’s are a psychological compulsion which drive a victim to act in a seemingly unreasoned manner outside their control - fleeing in fear. The subject of the phobia must be prevalent enough so as to cause the victim possible adverse effects in more than obscure circumstances.


Prejudice
Behavioral Trait / CP Value: -1 or -2

Prejudice is a developed animosity for a target. It must be prevalent - a common race, profession, action, religion, social group, etc. It can circumstantial and easily overcome by exposure to the target in a positive manner - negating its effects. True prejudice is deeply developed -usually over many years of repeated reinforcement through mental and verbal images, direct experiences and cultural values. The character’s obvious dislike means they always receive a penalty on all reaction type checks from those they are intolerant of. Prejudicial characters will not voluntarily associate with targets and in the case of forced exposure (job, etc.), the prejudice will be readily apparent, eventually leading to violence. If exposed in combat, they will always choose a target of prejudice as an opponent over any others. True prejudice also means the character will actively promulgate their values, trying to convert others. This also enables the prejudiced character to resist any effect which positively disposes the character to the target with a +2 CS on any check.


Provision
Background Trait / CP Value: -2 to -5

The character has a portion of their continuing (not starting) mundane supplies garnered and paid for by an institution to which they belong (religious order, craft guild, family, etc.). This trait is somewhat reflective of the depth of relationship between the institution and the character and what responsibilities the character may have within it. This assumes that the institution has the means and structure to provide for the character in the manners described by the trait, typically through tithes.


Psychic Insight
Psychic Trait / CP Value: As Skill
[Attrib] SAN 4, RSN 3

This allows the character to develop minor insights into psychic ability. These powers are developed through subconscious exploration of the mind’s depths. The character must possess no psychic aptitude for these powers to manifest, but a minimum sanity of 4 and reason (to both use and develop) of 3 and a minim cohesion pool of 20. Only a single one may manifest at the time of character creation.

  1. Characters can increase their cohesion pool at 1 CP=1 cohesion point.
  2. Reduces the minimum level of meditation to perform Silent Mind by 1.
  3. The meditation skill can be practiced while unencumbered as well.
  4. Lesser psychic defense; ‘Mind Scream’. Fills mind with white noise - crude but sometimes effective; 5 cohesion and reduces ANY psychic attack’s success result by -1 RS.
  5. Character gains +1 to meditation checks using silent mind.
  6. Character can take 1 level of Will Reflection at double CP cost; takes 1 AM and costs 2 cohesion to enact.
  7. Character is 1 less when considering awareness threshold for spirits.
  8. character can take 1 level of flux sense at double CP cost; takes 2 AM and 2 cohesion to enact.


Reality Anchor
Psychic Trait / CP Value: -3
[Attrib] SAN 4(required)

Character is strongly tied to their specific time, space and concept of self. They are highly resistant to any change, harmful or beneficial. The character is especially resistant to psychic powers. All psychic skills operate at a -1 CS penalty when used directly on a being possessing Reality Anchor. The character gains a bonus of 5 points in any attribute check against a psychic effect or ability. All psychic abilities require an additional 10% (round up) in Focus cost to operate on a character with Reality Anchor. The psychic will be forced to spend this additional amount on any attempt to use their abilities.

This trait requires the character acquiring it to have a Sanity attribute rating greater than forty (40).


Reclusiveness
Behavioral Trait / CP Value: +1 to +4

The character is reclusive in their living and dealings with others. They regardless of severity, they will tend to lead quiet lives, shy away from direct contact and be non-confrontational. They may certainly not have problems dealing with other on social occasions, but will avoid such occasions as much as possible.

The character suffers a -1 CS penalty to all skills and will typically suffer minor reaction check penalties due to obvious discomfort, is hesitant to deal at all with strangers, is obviously untrusting. The character will generally not venture out of "safe" (i.e. isolated) areas unless required to do so for their own safety or a greater cause. In the company of good friends, the character need not be so guarded and reclusive.


Repellence
Physical Trait / CP Value: +1 to +4

This is an actual physical repellence. The individual is repelled by some mental or chemical reaction from a physical manifestation. Sight, smell, or any other sensory perceptions can trigger the repellence. The being repelled will move away at normal movement rate from the offending item or manifestation.

Remaining within the area effected by the repellent can cause a penalty of up to -4 CS or -1 RS to skills and attribute checks. The specifics will be up to the GM.


Residence
Background Trait / CP Value: -1 to -5

The character will begin play owning an unfurnished place of residence. This residence will have all normal fees (taxes etc) paid for the period of a year. No initial repair will be required, the residence should be in fair condition to begin with.

Furnishings (assets trait could cover this), taxes, duties, utility fees and must be paid for by the character with their own resources The location must be established before play, and the Game Master must approve of it.


Selective Digestion
Physical Trait / CP Value: +1

The character has an overly delicate palate and stomach and can only easily digest a narrow range of foodstuffs. This hyper-sensitivity is typically defined by the species typical diet. If food outside the special diet is consumed, the character becomes uncomfortable at all times, suffering a -1 CS penalty on all actions for the next 6 hours after eating due to loss of focus from nausea. Prolonged deviation from the diet may add sickness and weakness – doubling the duration of the penalty.


Sharp Memory
Intellectual Trait / CP Value: -3

The character is possessed of a near perfect or 'photographic' memory. All events directly witnessed may be recalled with near-perfect accuracy. Recall does not imply understanding, but may aid in the learning process. Events which are witnessed only peripherally require a REA check to recall accurately.

Events are recalled as they are perceived; which may be flawed.


Short Fuse
Behavioral Trait / CP Value: +1 to +4

The character has a quick temper and is easily angered. A check is required to avoid a negative or hostile reaction in situations where the character’s temper or patience is tested. Any real or imagined negative activity will automatically provoke a check. Characters with this trait will not necessarily make exceptions for their companions.


Studious
Behavioral Trait / CP Value: -2
[Attrib] REA 4(required)

The character has natural techniques which enhance the efficacy of their learning process and use of reference materials. This trait adds +2 CS to any check/primary modifier which relates to the time or success of learning new material. It also adds +1 CS towards any research check when searching a reference body (library; recorded infromation - data set or physical works) to find information.


Sustenance Storage
Physical Trait / CP Value: -3

Character processes foodstuffs differently. Due to an enhanced metabolism the character may go twice as long without eating or only needs to eat half as much to get the same level of nourishment compared to others of the same species. This can extend the characters life for as much as 3-4 times the normal span for the purpose of normal starvation or dehydration. Any penalties from malnutrition are halved.


Synergy Pool
Faith Trait / CP Value: None

Synergy is the fuel which allows living beings to tap into divine energy and adjure acts of faith. All living things have synergy potential which is used by followers to channel power of the deity to bring about effects in the name of the faith. The synergy pool for living beings is based on faith aptitude and intuition, and can be augmented.

Starting Synergy Pool = (Faith Apt. Level + INT) x 5

Recovery: Once synergy is used, it does return. Normal recovery is a rate equal to the being’s Faith Aptitude per hour; regardless of any physical strain or state of rest. A recovery rate of zero recovers one point every two hours. A negative recovery rate continues to increase the number of hours it takes to recover one (1) point. Powers, skills (such as meditation) and conditions may alter this.

Increasing: Characters may release their inner potential and gain an amount of synergy equal to their mystic principal for each CP spent. There is no limit to a character’s expenditure in this way. Other methods and avenues of increase exist through traits, skills and powers (rituals).


Territorial
Behavioral Trait / CP Value: +1 to +4

The character is only comfortable and secure within a limited range of familiar surroundings. This can be caused from a variety of effects; an isolated upbringing, psychological limitations, societal restraints, etc. During any excursion out of their familiar area, the character will suffer a loss of focus and calm, resulting in a -1 CS penalty to all abilities

The specifics of the territory must be decided on by player and Game Master if not delineated by species or specific effect. Characters with this trait do not like to travel. Once settled in a new territory for a month, the penalties go away. During this period of acclimation, at least half their free time must be spent doing nothing but becoming familiar with their new surroundings.


Thermal Sight
Physical Trait / CP Value: -1
[Species Trait Only]

Thermal vision allows the viewing of heat patterns within the infrared spectrum not normally visible with the human eye. Items of the same temperature will tend to blend together becoming near invisible. Thermal vision has no depth perception.


Time Sensitive
Physical Trait / CP Value: -2
[Attrib] INT 4(required)

Without the benefit of any measurement device, the passage of time can easily be accounted for by the character. This has a two-fold benefit. The first, being the most obvious is that the character is able to determine an approximate time due to their unique affinity. This is an approximation yielding the closest half-hour, or if the character has been counting time, they can be exact down to a second. Secondly, they have an internal alarm clock, they can trigger their body to wake up from sleep after a set amount of time has expired. This does not alter normal penalties for lack of sleep.


Tithe
Background Trait / CP Value: +1 to +4

Some of the character’s wealth must be donated to the authorities or powers representing the bond of tithe: a personal patron, business front, church, guild, brotherhood, etc. The donation may be gift, sacrifice, or whatever means are prescribed by the authority. The contract of the tithe is one of trust and is meant to be adhered to in spirit as well as letter. In exchange for the tithe, the character may be entitled to some form of benefits – this will be detailed in the contract of the tithe.

Simple tithe contracts do not require lands and goods to be tithed; however, the value of and any revenue collected from such is subject to tithing. Any benefits of tithing may be rendered null by the authorities should they feel it is being abused or unaccounted for. A character that wishes to stop tithing without approval suffers the wrath of the power they are tithing to.


Toughened
Physical Trait / CP Value: -1
[Species Trait Only]

Starting characters were exposed to rougher living, more physical challenges, or trained to harden themselves to physical wear during their upbringing. Multiply a character’s average species STA by their Size Factor (minimum of one) and add it to their resilience.

This trait can only be taken at time of character creation.


Toughness
Physical Trait / CP Value: As Skill

The character has developed greater than normal fortitude against physical hardships. This is reflected in augmented resilience and constitution. For each level gained in this trait, the character’s resilience is increased by an amount equal to their stamina, to a maximum of kinetic aptitude x2 and a total not to exceed a character's base resilience.


Toxin Resistance
Physical Trait / CP Value: -2 or -5

The character is considered to have a natural resistance to toxins. The body is naturally resistant to toxic substances.


Ultraviolet Sight
Physical Trait / CP Value: -1
[Species Trait Only]

The character has the visual ability to see into the ultraviolet spectrum not normally visible to the human eye. Some objects glow under ultraviolet light and creatures that can sense this can have an advantage in spotting them under other conditions of normal darkness.


Uneducated
Background Trait / CP Value: +5

The character removes 1 point from their starting RSN attribute rating. They have not had any formal education or training. No Trade skills (science, craft, etc.) may be taken at character creation, unless granted by species. Other starting skills may not be above an adjusted level of 3. The character cannot begin with the ability to read or write any language, nor possess any skill which relies on formal apprenticeship or long study. Such characters begin play with their native language at level 3 instead of the normal level of 4.


Vibration Sense
Physical Trait / CP Value: -1
[Species Trait Only]

The character is hyper sensitive to vibrations. The character may sense others around them, gauging distance, speed, weight, and general shapes through the vibrations caused by their movement.

Characters receive a PER check for any such activities modified by any listed adjustments. The character can sense to a range in meters equal to the noted sense Acuity Level x 1m as short range, using standard range modifiers beyond (Medium Range is Acuity Level x2m with -2 CS, Long Range is Acuity Level x 4m with -4 CS, etc.).


Youthful Appearance
Physical Trait / CP Value: -1

Characters will retain a healthy, youthful appearance regardless of physical age or condition. Older adult characters appear to be approximately half of their actual age, with adolescence appearance lasting much longer than normal. By the time of middle age, the effects of the trait are readily apparent. It confers no adjustment to appearance or effects of decrepitude which old age brings; it simply keeps the skin healthy and facial area unnaturally youthful.

Incarna Game System by Kelly Berger is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. ; 1998 - 2012 (see Our Facebook page for more info)

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