Ambidextrous Fighting – during combat, the character can perform equally well with either hand without incurring penalties. (+2)
Alertness – the character's innate 'sixth sense' bristles alerting him to potential danger. Character receives a +1 to skills involving auditory and visual Perception checks. (+1)
Whipcord Reflexes – the character's bodily motion reveals astounding swiftness and grace, permitting him to move with blinding speed and lethal precision. The character's Dexterity attribute and all the skills beneath it, increase by +1. (+8)
Favored - Callista is exceptionally lucky. Whenever she rolls 6 as the first number in the roll, she suffers instant Critical Success to whatever action she is taking, further resulting in a beneficial outcome as determined by the GM. (+4)
Heroism - the heroic character can tolerate more pain than the average person. Add 1D+2 to any Willpower rolls that involve staving off pain or attempting to stay conscious during combat. (+2)
Silence - The character can move in complete silence. He gains +2D to all sneak checks and a +1D when attacking from behind. (+3)
Magnanimous Appeal – the character exhibits lofty courage and noble grace, especially in matters of public speaking or private discourse. Her graceful mien permits her to remain calm and compassionate even when suffering outrageous affronts to her personal morality or dignity. The character's Renown and Persuasion increases by +1. (+3)
Gifted Learner - The character has an uncanny ability to learn new skills and improve old ones, limited to one attribute: SENSE. She always learns new skills as if she had a teacher (even if he doesn't), and she can improve skills she already knows at a cost of one Character Point less than normal. This Special Ability applies to specializations. (+3)
Pacifist Conditioning – the character believes in the sanctity of all life and would never take a life or harm another living being except in extraordinary circumstances that call for protecting the lives of others. Character gains +1D to Bargain and Persuasion rolls that call or diplomacy and negotiation where character lives are on the line. (+4)
Endurance - the character has great endurance, and gains a +1D to stamina rolls when performing taxing physical tasks (i.e., holding one's breath underwater for a long period, running a long distance, etc.). (+2)
TOTAL POSITIVE TRAITS: (+36) (+32)
Culture Shock - Nudity in humans causes the character to freeze and take -2 to ALL interaction and reaction rolls until the condition is gone. (-3)
Bonded Allegiance – the Jedi Order. If the character wishes to avoid assisting them, they must roll WP vs a DC of 21. If the player succeeds, roll 1d100. Any roll below 66 results in the blood oath being broken, and Blood Oath is then converted to Vendetta from the target. (-6)
Vendetta – Galactic Empire. When in the vicinity of this person or group, the player must roll 1d100. Any roll below 66 results in a confrontation. Upon Failure, the player may roll WP. If he meets the DC of 21, player receives +1D bonuses to- Hide, Sneak, Running and Dodge for a total of 3 rounds. (-8)
Metabolic Difference - the character needs more life support (normally food) than "normal" and will begin to take damage, after hours of malnutrition. For example, the character must eat a meal every four hours or, every hour after the four are up, the character lose one Hit Point that cannot be recovered except by eating. (-2)
Phobic - Callista is deathly afraid of Bunnies (Tribute to Anya from "Buffy, the Vampire Slayer"). Unless the character makes a Very Difficult willpower roll, he dissolves into terror and cannot make any non-defensive actions until they gain control of themselves or they are no longer exposed to the source of the phobia. Character may make another Willpower roll every 2 rounds, with the DC decreasing by 5 each time. (-2)
Chronic Pain - the character suffers intense MIGRAINES on a continual or recurring basis. The pain proves difficult to ignore causing the character to suffer a -1D penalty to all Strength and Dexterity based rolls attempted during the flare up. At least once during a sim session, the GM will require the player to roll Strength + WP to determine if the character suffers a painful attack. Failure indicates that agonizing pain consumes the character for the duration of a minimum of 3 full rounds. (-12)
Cultural Unfamiliarity - Callista hails from Hapes, hardly the "mainstream" culture of the society she spends the most time in. She just doesn't fit in (socially). The character should constantly make mistakes and "social gaffs," and all attempts at Streetwise or similar "getting around town" skills should have a minimum +6 to the difficulty.(-3)