CHARACTER TRAITS
Traits help to customize a character during the character creation process. They describe interesting physical, mental, psychological advantages and disadvantages not quantified by attributes and skills. Traits often increase or decrease Dice rolls, thus (sometimes dramatically) improving or reducing a character's chances of successfully performing specific actions during game play.
When you first create a character, depending on the type of species you choose, you will get a unique "Character Trait Modifier" with either a negative, neutral or positive number assigned to it. Negative number would suggest that the species you have chosen may have some disadvantages, while a positive number would hint at the fact that your chosen species may have certain ...advantages, inherent to that particular race. Those species who have a '0' assigned to their character, as viewed as neutral. How does this relate to Character Traits, you may ask? Any character with a 0 or less for a Character Trait Modifier does not need to choose traits, period. Any character that has a CTM of 1 or more, needs to choose a trait or traits, to balance out his CTM. So if your Character Trait Modifier is set at +4, you will have too choose a NEGATIVE trait or traits - to balance against the positive CTM (equal to -4).
Can characters with a negative CTM take traits? Sure! Just make sure that after you have added to both sides, your positive and negative traits all add up to 0. NOTE: Anyone who decides to add traits to his or her character sheet, be advised that You can take as many traits as you wish - but they MUST balance in the end - so please keep that in mind when creating a set for your character. Here is the current listing of traits available to SWO/VOJ characters:
VALOR TRAITS – Valor traits are those associated with a person's physical. They showcase a person's physical abilities, immunities and efficiencies.
Advantages
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)
Ambidextrous Fighting – during combat, the character can perform equally well with either hand without incurring penalties. (+2)
Atmospheric Tolerance - The character can breathe one form of atmosphere that would be lethal to most other characters. (+2)
Built Immunity – Gradual exposure to a substance has given the character a substantial resistance to it. Upon creation, a player may choose a substance that the character is resistant or immune to the effects too. A character can ingest a chemical, toxin, drug or substance without a penalty to action. (+2)
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)
Enhanced Sense – The character enjoys unusually keen vision, deft hearing, discriminating olfactory perception or sensitive touch. Choose one sense when acquiring this trait (hearing, seeing, smelling, tasting, touching) and gain +1 to applicable Investigation rolls. (+3)
Environmental Resistance - The character is resistant to extremes of heat, cold, and pressure (within reason) and gains a +3D to stamina checks to resist ill effects from these environmental condition. (+3)
Favored - The character is exceptionally lucky. Whenever the player rolls 6 as the first number in the roll, he or she suffers instant Critical Success to whatever action he 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)
Olympian Physique – the character's body exemplifies the ultimate in physical conditioning, characterized by finely-honed musculature and amazing physical stamina. All of character's Strength based skills receive an additional +1 to rolls. (+13)
Night Vision - The character gains the ability to see exceptionally well in the dark, gaining a +2D bonus to visual perception checks when normal characters would receive a penalty. Obviously, bright light nearby prevents this Special Ability from working. If the character is faced with a bright light, they take an additional -1D vision penalty for 1d6 rounds until their eyes readjust. (+3)
Resilience - the character recovers quickly from injury, halving the time required to heal naturally. He gains +1D to First Aid, Medicine, Accelerate Healing, Detoxify Poison, Retain Consciousness and Reduce Injury checks. (+12)
Silence - The character can move in complete silence. He gains +2D to all sneak checks and a +1D when attacking from behind. (+3)
Speed - The character is extremely fast, adding +2 meters per round to each of her base Move rates. (+1)
Ventriloquism - The character can throw her voice up to three meters away . No skill roll is required to do this, but if it is part of a trick attempt, she receives a +2D bonus to Con or Persuasion rolls. (+3)
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)
Disadvantages
Addiction – at random times, the character suffers intense cravings or painful withdrawal resulting from a physical or psychological addiction. At some point in their background, the character developed a dependency for an addictive substance such as a medicine, drug or chemical. Character rolls WP and must pass a DC 21. In case of failure, character takes -2D penalty to all rolls until the difficulty check has been met. (-8)
Allergy - The character is strongly affected by reasonably common things that she cannot always avoid. When exposed to the allergen, the character must generate a Moderate stamina roll (as an action) or automatically take 3D in damage. The character can resist the damage through applicable defenses, but she has to generate the stamina total every round she is exposed to the allergen. (-3)
Atmospheric Incompatibility - The character is sensitive to something in the normal atmosphere and must shield herself from it. Failure to do so causes her to lose one Hit Point for each minute exposed to the substance. These points cannot be resisted or healed through any means until the character is out of the harmful situation. For example, a plant creature might be poisoned by the high quantity of carbon monoxide produced by some combustion engines. When in the presence of these engines, the character must have an "air filter" on at all times. (-3)
Chronic Pain - the character suffers intense pain on a continual or recurring basis. Whether resulting from a battle injury, congenital defect or physical stigma, 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)
Cursed - The character is exceptionally unlucky. Whenever the player rolls 1 as the first number in the roll (sometimes referred to as a random complication), he suffers instant Critical Failure to whatever action he is taking, further resulting in a detrimental outcome as determined by the GM. (-4)
Environmental Incompatibility - The character is sensitive to something in the environment — it may be an extreme heat or cold of temperature, the chemical content of the rain water, etc. Exposure to this without the proper protection causes the character to lose one Hit Point for each minute exposed to the substance. These points cannot be resisted or healed through any means until the character is out of the harmful situation. (-3)
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)
Nutritional Requirements - The character must ingest an element not commonly consumed by Humans (blood, dead flesh, etc.) to survive. Often, the character will encounter prejudice because of this, and she will certainly develop physical problems if she fails to consume this substance in a reasonable amount of time. (-2)
Physical Impairment – the character suffers from a severe physical impairment (blindness, partial paralysis, a missing appendage or similar handicap). The player should, at the time of character creation, determine the exact nature of the disability. Character suffers a -2D to applicable skills (for instance, blind characters take -2D to visual perception checks, etc.) (-5)
Reduced Attribute - Something about the character's species, age, physical condition, or some other factor has permanently reduced one attribute by 1 pip. The character may not reduce the attribute die code below 1D, and the attribute die code may never be increased by spending Character Points (though gaining a Special Ability would help). (-5)
Uncoordinated - The character has no physical grace to speak of and is, in face, something of a klutz. Add +1 to the difficulty of all Dexterity-based skills. (-2)
WISDOM TRAITS – Wisdom traits deal with a person's ability to learn from others and learn from their own mistakes. These traits represent mental competence and deficits.
Advantages
Direction Sense – the character possesses an unerring sense of direction, resulting in a +1D+2 bonus to all Search rolls when attempting to discern the correct travel path towards his goal destination – or while attempting to gauge distance traveled. He never loses his way when traveling and enjoys the ability to estimate distances – especially with regard to how far he has traveled or how long it will take him to reach a destination within his range of vision. (+4)
Gifted Learner - The character has an uncanny ability to learn new skills and improve old ones, limited to one attribute. They always learn new skills as if they had a teacher (even if they don't), and they can improve skills they already know at a cost of one Character Point less than normal. Please keep in mind that once chosen, the applied attribute cannot be changed or removed. 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)
Information Network – the character has established an information network within an organization and by cultivating relationships with inside contacts, he has access to unauthorized, if not confidential, information about the organization's projects, agendas and resources. Pick an organization (for instance, the Black Sun) – the character gains the skill Streetwise (Organization Name) upon character creation. This skill may be upgraded at half the normal cost. (+3)
Iron Will – the character possesses more willpower than the average person, and gains +1D when making a WP roll to resist influence attempts from hostile forces via Persuasion, Command, Intimidation, Affect Mind or Control Mind ONLY. (+6)
Linguistic Talent - the character learns new languages instinctively and quickly, grasping colloquial nuances and discerning dialectic deviations with relative ease. Character gains +1D to Languages rolls and the skill is treated as a specialization during upgrades. (+7)
Savant - The character has an unusually high aptitude for one skill in one attribute, but at the expense of other skills. The player takes a +2D advantage for that skill, but must also take a -1D penalty for all other skills in that attribute. (+3)
Trademark Specialization - The character is very good at one very specific thing, and he is known for it. Choose any specialization that the character has (or would like to have in the future), and gain +2 to the roll when it is used. (+1)
Trained Intelligence – the character demonstrates astounding presence of mind, permitting him to make precise calculations, insightful inferences and logical deductions. The character's KNOWLEDGE attribute increases by +1 and takes half the normal cost to upgrade. (+20)
Disadvantages
Brash – The character often acts without thinking, following impulses and failing to consider consequences before rushing into action. You forfeit the second action you would automatically spend during a round - meaning, you only GET ONE ACTION PER ROUND. (You may NOT take another action during the round with the regular MA penalty. You may however, consider taking ADV skills, such as Flurry and Rapid Shot to negate the lost action effect of this trait.) Character gains +1D to all Strength-based skills and 1 Dexterity skill of choice, plus WP rolls – but takes a blanket -1D penalty to all other skills & attributes. (-10)
Dependency - The character is addicted to a substance. While you are not under the influence of this substance you suffer a blanket -1D to all rolls. (-5)
Diminished Sense – the character suffers unusually limited vision, poor hearing, dulled olfactory perception, or benumbed touch. Choose one of these senses when acquiring this trait and suffer -1 to applicable Investigation rolls. (-3).
Illiterate - A character can be considered Illiterate for one of two reasons. The first is simply due to her inability to read. The other reason is if she did not speak the local language. These people may be extremely intelligent and well-read people, but have difficulty exhibiting that in their new surroundings. (-3)
Language Problems - The character does not understand Basic. She must learn skill pips in the specialization Languages - Basic. Otherwise, she receives a +6 difficulty modifiers in addition to any other modifiers for what she's attempting to convey or understand. (-3)
Negative Learning Curve - When the character attempts to learn a new skill, or improve an old one, he does so at double the applicable learning time. This trait is associated with a single attribute, and it applies to specializations. There should be some sort of reason for this in the character's background, such as a lack of education. (-2)
Perversion – the character suffers from moral perversion and entertains one or more obsessions, compulsions or manias. Depending on the degree of affliction, the character may experience either temporary bouts of emotional and emotional imbalance or may constantly exhibit some form of obsessive behavior. The player and the GM should work together when describing the nature of the character's perversion at character creation time. Character must pass a DC 21 Willpower check to keep themselves under control. Failed WP checks result in blanket -1D to all rolls until the DC has been met. (-9)
JUSTICE TRAITS – Justice traits represent the previous or future dealings with others. The traits here resent past accolades that follow a character, or past wrongs that haunt them.
Advantages
Ally – the character enjoys a close relationship with someone in a position of power. Whether a friend or relative, the ally will go out of his way to help the character. The ally must be named at the point of character creation (for instance, you're the great nephew of Grand Moff Tarkin) and may not be changed except with the GM's permission. The PC can call in a 'favor' from the allied NPC, with the GM's discretion. Must pass a DC 21 Persuasion, Bargain or Con roll to activate. The NPC gameplay is then kept up by the GM, according to the terms outlined between the GM and the Player. GMs are encouraged to increase the DC depending on the frequency of called in favors.(+3)
Authority - the character has influence in areas of Law Enforcement, Bureaucracy, and other leadership roles. This is from having had prior experience in commanding a group of troops, being in charge of a company or put as a head of a special project. Whatever the case may be, depending on his area of expertise, the character gains +2 to Command (general), +2 to Leadership (general) and +1 to Law Enforcement when dealing with authority figures. (+3)
Commendation – for exceptional service to an organization or a cause, the character receives a commendation. Typically conferred in the form of household titles, medals, badges or similar indicia, commendations heighten the character's authority or esteem and increase his Renown by +1. (+3)
Compounded by Whispers – preoccupied with intrigue and conspiracy, the character possesses a natural penchant for leading covert ventures and intelligence operations. Deceit and conniving come naturally to the character who benefits from her mildly paranoid world-view. When performing any of the following ventures- Bureaucracy, Espionage, Interrogation, Propaganda, Investigation – the character can use 2 Fate Points in pursuit of their goal. This does not in any way, increase rewards from such action. (+3)
Equipment - The character gains a piece of equipment he would not normally be able to have because it is too expensive or "unavailable," in a regular game setting. It could be something that is very rare or extremely restricted, but it must be a hand-held item equal to or less, than DC of 20. Items must be approved by the HGM. (+4)
Magnanimous Appeal – the character exhibits lofty courage and noble grace, especially in matters of public speaking or private discourse. His graceful mien permits him to remain calm and compassionate even when suffering outrageous affronts to his personal morality or dignity. The character's Renown and Persuasion increases by +1. (+3)
Military Genius – the character instinctively grasps the nuances of military tactics and security measures. When performing any of the following ventures- Bureaucracy, Leadership, Tactics, Security – the character receives +2D to rolls – but must pass a 21 DC to activate or it automatically fails. (+3)
Patron – a powerful individual watches the character's career with interest. When the character gets into trouble, the patron tries to smooth things over on his behalf. Player spends 1 FP to receive help from his patron – based on the GM's discretion and the influence of the chosen patron. This may only be used once per sim session. (+4)
Wealth - You start off with 10,000 credits (upon character creation). The character should hold an attitude of a privileged individual, which according tastes and attitudes. (+1)
Disadvantages
Bigotry - The character has "something against" a particular race of people, a particular religion, or some other aspect of life that a minority of people "fit into." While this bigotry should not be overt and rule the character, it is something that should be roleplayed. The character will discriminate against other characters who are of the minority, or, at best, accept them as "exceptions to the rule." The character will make insensitive comments and generally be annoying in regards to those people. The character takes -1D penalties to all interaction rolls (Con, Persuasion, Bargain, Value, etc.) except Intimidation against (Race) but gains +1D to Intimidation against (Race). (-2)
Cultural Unfamiliarity - The character is not from the "mainstream" culture of the society he spends the most time in. The character should work out where he is from, but it should be somewhere with a different culture than the one he is normally in. Either he's from another planet with a completely different culture, or whatever fits the game setting — he just doesn't fit in (socially, and, most likely, physically). 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)
Debt - You start the game by being 10,000 in debt. Furthermore, the character has a harder time getting credit and has to turn over a substantial amount of any profits he makes on an adventure to the lender.(-2)
Kleptomania - When in a store or surrounded by small, portable items, the character will occasionally try to "lift" something. When possessed by his Quirk (see rules below), the character suffers +3 to the difficulty of sleight of hand, security (lockpicking), or related attempts at theft because he really doesn't know he'd doing it. (-3)
Narcissism – The character has unrealistic vision of their own importance and beauty. Such overconfidence can make them difficult to work with and can hinder negotiations. The player gains +1D to Willpower rolls, but takes a -1D penalty for skills that require working well with others, such as Bargaining, Gambling, Leadership or Persuasion. (-2)
Poverty - The character begins the game with the shirt on his back and, maybe, a few pieces of cheap and substandard equipment. The character should also have the attitude of someone who is "poor," whatever that might be in the game setting.(-1)
Prejudice - The character is of a minority group — or maybe it is just the character himself — that is subject to prejudice and discrimination. The character receives modifiers to the difficulties (from +2 to +4) during normal interaction with characters not of the minority group, and is generally treated unfairly by society. The group the character belongs to, or the reason he is discriminated against, should be identified immediately, and the player should know how he can expect to be treated in most cases.(-2)
Renegade – the character is a fugitive from the law and must suffer a negative reputation (-1) to Renown. Also, the character rolls 1d100 in the presence of law enforcement authorities. Any roll below 33 fails, resulting in a confrontation with the authorities. (-4)
Stutter - When under pressure, or when relaxed, or when some other fairly common "mood" hits the character, he stutters. The downside is the character suffers +3 to the difficulty of any interaction at this time and player should roleplay having a "hard time" getting his ideas across to the other players. (-3)
Vendetta – someone is seeking retribution against the character; a person or group that must be decided upon with the GM upon character creation. 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)
Bonded Allegiance – Choose a target person or organization at character creation. The character has sworn a blood oath to the target, and is bound by it to assist them. 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)
SPIRITUALITY TRAITS – These traits represent a person's personal creed and tenets. It's a character's emotional strength, or lack of it, and their ability to deal with outside stimuli that are affronts to their personal doctrine.
Advantages
Moralizing Creed – the character holds a personal creed she finds both moralizing and invigorating. The exact nature o the creed is up to the player – perhaps the character finds strength in some spiritual mantra of philosophical convictions, or maybe it is her family identity or vocational reputation that calls her to heroism. Regardless of its idiom, the creed permits the character to spend up to 3 Character Points (non-refundable) during one action, per sim campaign on any action that figures into the character's self-identity as pertaining to her Moralizing Creed. (+10)
Unrealized Potential – as part of his genetic make-up the character enjoys latent ability relating one of his key attributes. During an upgrade session, the player may 'awaken' to his Unrealized Potential naming the related attribute and rolling a 1d100. If the roll is above 50, the player may upgrade the said attribute for half the usual cost. This includes Force Attributes. (+30)
Disadvantages
Culture Shock - There is a certain social situation that causes the character to freeze (exposure to nudity, the sight of police, etc.) and take -2 to ALL interaction and reaction rolls until the condition is gone. (-3)
Naivety – The character's inexperience or otherwise rosy outlook on the outside world makes then more susceptible to being taken advantage of. The player takes a -1D penalty when making a WP roll to resist influence attempts such as Persuasion, Con, Bargain, Command, Affect Mind or Control Mind. The character also takes a -1D penalty when attempting to make a Streetwise streetwise role. (-3)
Paranoid - The character trusts no one. He receives a +6 to the bonus number when trying to resist being conned, but he also receives this "bonus" when trying to be persuaded — and he must be persuaded via an opposed roll - before he'll help even his closest friends. "Everyone is out to get him." (-2)
Phobic - The character is deathly afraid of something. It could be heights, open spaces, spiders, or another character. 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)
Rogue – the character has renounced all his ties and allegiances to everyone and now wanders the Galaxy as a mercenary or hire. Having grown accustomed to self-reliance, the character works poorly with others and may not earn any Leadership or Military Leadership bonuses conferred upon a group by another player. In addition, the character's unorthodox independence makes others extremely suspicious of his motives, and the character rarely finds himself entrusted with a great measure of responsibility – which is exactly how he wants it. (-3)
Vulnerability - A particular form of attack or interaction affects the character much more severely than other characters. For example, a character with a vulnerability to firearms might "freeze up" when he sees another character point a gun at him — making it easier for the other character to hit him during the first round of combat (by lowering the DC by 1 level). A vulnerable character might automatically apply +10 to the difficulty of any attempts to resist another character's con attempts. (The less likely the situation is to occur, the greater the difficulty modifier.) (-2)
Minor Stigma - There is something that the character cannot do without performing the "proper rituals" before or after (a creature who must sketch an image of his intended victim before hunting him down; a shapeshifter who must be "purified" by his cult after killing someone). Pick a type of action that would affect another character. Every time the situation involving said action comes up, you must perform your specified ritual and are 'immobilized' for 1 round during which you may not take action. (-1)
NOTE - This list is periodically updated. Every time there is an update to the Traits list, a player may spend 10 CP (or 2 FP) to respec their traits. This rule is subject to change by the HGM.
Traits help to customize a character during the character creation process. They describe interesting physical, mental, psychological advantages and disadvantages not quantified by attributes and skills. Traits often increase or decrease Dice rolls, thus (sometimes dramatically) improving or reducing a character's chances of successfully performing specific actions during game play.
When you first create a character, depending on the type of species you choose, you will get a unique "Character Trait Modifier" with either a negative, neutral or positive number assigned to it. Negative number would suggest that the species you have chosen may have some disadvantages, while a positive number would hint at the fact that your chosen species may have certain ...advantages, inherent to that particular race. Those species who have a '0' assigned to their character, as viewed as neutral. How does this relate to Character Traits, you may ask? Any character with a 0 or less for a Character Trait Modifier does not need to choose traits, period. Any character that has a CTM of 1 or more, needs to choose a trait or traits, to balance out his CTM. So if your Character Trait Modifier is set at +4, you will have too choose a NEGATIVE trait or traits - to balance against the positive CTM (equal to -4).
Can characters with a negative CTM take traits? Sure! Just make sure that after you have added to both sides, your positive and negative traits all add up to 0. NOTE: Anyone who decides to add traits to his or her character sheet, be advised that You can take as many traits as you wish - but they MUST balance in the end - so please keep that in mind when creating a set for your character. Here is the current listing of traits available to SWO/VOJ characters:
VALOR TRAITS – Valor traits are those associated with a person's physical. They showcase a person's physical abilities, immunities and efficiencies.
Advantages
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)
Ambidextrous Fighting – during combat, the character can perform equally well with either hand without incurring penalties. (+2)
Atmospheric Tolerance - The character can breathe one form of atmosphere that would be lethal to most other characters. (+2)
Built Immunity – Gradual exposure to a substance has given the character a substantial resistance to it. Upon creation, a player may choose a substance that the character is resistant or immune to the effects too. A character can ingest a chemical, toxin, drug or substance without a penalty to action. (+2)
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)
Enhanced Sense – The character enjoys unusually keen vision, deft hearing, discriminating olfactory perception or sensitive touch. Choose one sense when acquiring this trait (hearing, seeing, smelling, tasting, touching) and gain +1 to applicable Investigation rolls. (+3)
Environmental Resistance - The character is resistant to extremes of heat, cold, and pressure (within reason) and gains a +3D to stamina checks to resist ill effects from these environmental condition. (+3)
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)
Olympian Physique – the character's body exemplifies the ultimate in physical conditioning, characterized by finely-honed musculature and amazing physical stamina. All of character's Strength based skills receive an additional +1 to rolls. (+13)
Night Vision - The character gains the ability to see exceptionally well in the dark, gaining a +2D bonus to visual perception checks when normal characters would receive a penalty. Obviously, bright light nearby prevents this Special Ability from working. If the character is faced with a bright light, they take an additional -1D vision penalty for 1d6 rounds until their eyes readjust. (+3)
Resilience - the character recovers quickly from injury, halving the time required to heal naturally. He gains +1D to First Aid, Medicine, Accelerate Healing, Detoxify Poison, Retain Consciousness and Reduce Injury checks. (+12)
Silence - The character can move in complete silence. He gains +2D to all sneak checks and a +1D when attacking from behind. (+3)
Speed - The character is extremely fast, adding +2 meters per round to each of her base Move rates. (+1)
Ventriloquism - The character can throw her voice up to three meters away . No skill roll is required to do this, but if it is part of a trick attempt, she receives a +2D bonus to Con or Persuasion rolls. (+3)
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)
Disadvantages
Addiction – at random times, the character suffers intense cravings or painful withdrawal resulting from a physical or psychological addiction. At some point in their background, the character developed a dependency for an addictive substance such as a medicine, drug or chemical. Character rolls WP and must pass a DC 21. In case of failure, character takes -2D penalty to all rolls until the difficulty check has been met. (-8)
Allergy - The character is strongly affected by reasonably common things that she cannot always avoid. When exposed to the allergen, the character must generate a Moderate stamina roll (as an action) or automatically take 3D in damage. The character can resist the damage through applicable defenses, but she has to generate the stamina total every round she is exposed to the allergen. (-3)
Atmospheric Incompatibility - The character is sensitive to something in the normal atmosphere and must shield herself from it. Failure to do so causes her to lose one Hit Point for each minute exposed to the substance. These points cannot be resisted or healed through any means until the character is out of the harmful situation. For example, a plant creature might be poisoned by the high quantity of carbon monoxide produced by some combustion engines. When in the presence of these engines, the character must have an "air filter" on at all times. (-3)
Chronic Pain - the character suffers intense pain on a continual or recurring basis. Whether resulting from a battle injury, congenital defect or physical stigma, 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)
Environmental Incompatibility - The character is sensitive to something in the environment — it may be an extreme heat or cold of temperature, the chemical content of the rain water, etc. Exposure to this without the proper protection causes the character to lose one Hit Point for each minute exposed to the substance. These points cannot be resisted or healed through any means until the character is out of the harmful situation. (-3)
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)
Nutritional Requirements - The character must ingest an element not commonly consumed by Humans (blood, dead flesh, etc.) to survive. Often, the character will encounter prejudice because of this, and she will certainly develop physical problems if she fails to consume this substance in a reasonable amount of time. (-2)
Physical Impairment – the character suffers from a severe physical impairment (blindness, partial paralysis, a missing appendage or similar handicap). The player should, at the time of character creation, determine the exact nature of the disability. Character suffers a -2D to applicable skills (for instance, blind characters take -2D to visual perception checks, etc.) (-5)
Reduced Attribute - Something about the character's species, age, physical condition, or some other factor has permanently reduced one attribute by 1 pip. The character may not reduce the attribute die code below 1D, and the attribute die code may never be increased by spending Character Points (though gaining a Special Ability would help). (-5)
Uncoordinated - The character has no physical grace to speak of and is, in face, something of a klutz. Add +1 to the difficulty of all Dexterity-based skills. (-2)
WISDOM TRAITS – Wisdom traits deal with a person's ability to learn from others and learn from their own mistakes. These traits represent mental competence and deficits.
Advantages
Direction Sense – the character possesses an unerring sense of direction, resulting in a +1D+2 bonus to all Search rolls when attempting to discern the correct travel path towards his goal destination – or while attempting to gauge distance traveled. He never loses his way when traveling and enjoys the ability to estimate distances – especially with regard to how far he has traveled or how long it will take him to reach a destination within his range of vision. (+4)
Gifted Learner - The character has an uncanny ability to learn new skills and improve old ones, limited to one attribute. They always learn new skills as if they had a teacher (even if they don't), and they can improve skills they already know at a cost of one Character Point less than normal. Please keep in mind that once chosen, the applied attribute cannot be changed or removed. 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)
Information Network – the character has established an information network within an organization and by cultivating relationships with inside contacts, he has access to unauthorized, if not confidential, information about the organization's projects, agendas and resources. Pick an organization (for instance, the Black Sun) – the character gains the skill Streetwise (Organization Name) upon character creation. This skill may be upgraded at half the normal cost. (+3)
Iron Will – the character possesses more willpower than the average person, and gains +1D when making a WP roll to resist influence attempts from hostile forces via Persuasion, Command, Intimidation, Affect Mind or Control Mind ONLY. (+6)
Linguistic Talent - the character learns new languages instinctively and quickly, grasping colloquial nuances and discerning dialectic deviations with relative ease. Character gains +1D to Languages rolls and the skill is treated as a specialization during upgrades. (+7)
Savant - The character has an unusually high aptitude for one skill in one attribute, but at the expense of other skills. The player takes a +2D advantage for that skill, but must also take a -1D penalty for all other skills in that attribute. (+3)
Trademark Specialization - The character is very good at one very specific thing, and he is known for it. Choose any specialization that the character has (or would like to have in the future), and gain +2 to the roll when it is used. (+1)
Trained Intelligence – the character demonstrates astounding presence of mind, permitting him to make precise calculations, insightful inferences and logical deductions. The character's KNOWLEDGE attribute increases by +1 and takes half the normal cost to upgrade. (+20)
Disadvantages
Brash – The character often acts without thinking, following impulses and failing to consider consequences before rushing into action. You forfeit the second action you would automatically spend during a round - meaning, you only GET ONE ACTION PER ROUND. (You may NOT take another action during the round with the regular MA penalty. You may however, consider taking ADV skills, such as Flurry and Rapid Shot to negate the lost action effect of this trait.) Character gains +1D to all Strength-based skills and 1 Dexterity skill of choice, plus WP rolls – but takes a blanket -1D penalty to all other skills & attributes. (-10)
Dependency - The character is addicted to a substance. While you are not under the influence of this substance you suffer a blanket -1D to all rolls. (-5)
Diminished Sense – the character suffers unusually limited vision, poor hearing, dulled olfactory perception, or benumbed touch. Choose one of these senses when acquiring this trait and suffer -1 to applicable Investigation rolls. (-3).
Illiterate - A character can be considered Illiterate for one of two reasons. The first is simply due to her inability to read. The other reason is if she did not speak the local language. These people may be extremely intelligent and well-read people, but have difficulty exhibiting that in their new surroundings. (-3)
Language Problems - The character does not understand Basic. She must learn skill pips in the specialization Languages - Basic. Otherwise, she receives a +6 difficulty modifiers in addition to any other modifiers for what she's attempting to convey or understand. (-3)
Negative Learning Curve - When the character attempts to learn a new skill, or improve an old one, he does so at double the applicable learning time. This trait is associated with a single attribute, and it applies to specializations. There should be some sort of reason for this in the character's background, such as a lack of education. (-2)
Perversion – the character suffers from moral perversion and entertains one or more obsessions, compulsions or manias. Depending on the degree of affliction, the character may experience either temporary bouts of emotional and emotional imbalance or may constantly exhibit some form of obsessive behavior. The player and the GM should work together when describing the nature of the character's perversion at character creation time. Character must pass a DC 21 Willpower check to keep themselves under control. Failed WP checks result in blanket -1D to all rolls until the DC has been met. (-9)
JUSTICE TRAITS – Justice traits represent the previous or future dealings with others. The traits here resent past accolades that follow a character, or past wrongs that haunt them.
Advantages
Ally – the character enjoys a close relationship with someone in a position of power. Whether a friend or relative, the ally will go out of his way to help the character. The ally must be named at the point of character creation (for instance, you're the great nephew of Grand Moff Tarkin) and may not be changed except with the GM's permission. The PC can call in a 'favor' from the allied NPC, with the GM's discretion. Must pass a DC 21 Persuasion, Bargain or Con roll to activate. The NPC gameplay is then kept up by the GM, according to the terms outlined between the GM and the Player. GMs are encouraged to increase the DC depending on the frequency of called in favors.(+3)
Authority - the character has influence in areas of Law Enforcement, Bureaucracy, and other leadership roles. This is from having had prior experience in commanding a group of troops, being in charge of a company or put as a head of a special project. Whatever the case may be, depending on his area of expertise, the character gains +2 to Command (general), +2 to Leadership (general) and +1 to Law Enforcement when dealing with authority figures. (+3)
Commendation – for exceptional service to an organization or a cause, the character receives a commendation. Typically conferred in the form of household titles, medals, badges or similar indicia, commendations heighten the character's authority or esteem and increase his Renown by +1. (+3)
Compounded by Whispers – preoccupied with intrigue and conspiracy, the character possesses a natural penchant for leading covert ventures and intelligence operations. Deceit and conniving come naturally to the character who benefits from her mildly paranoid world-view. When performing any of the following ventures- Bureaucracy, Espionage, Interrogation, Propaganda, Investigation – the character can use 2 Fate Points in pursuit of their goal. This does not in any way, increase rewards from such action. (+3)
Equipment - The character gains a piece of equipment he would not normally be able to have because it is too expensive or "unavailable," in a regular game setting. It could be something that is very rare or extremely restricted, but it must be a hand-held item equal to or less, than DC of 20. Items must be approved by the HGM. (+4)
Magnanimous Appeal – the character exhibits lofty courage and noble grace, especially in matters of public speaking or private discourse. His graceful mien permits him to remain calm and compassionate even when suffering outrageous affronts to his personal morality or dignity. The character's Renown and Persuasion increases by +1. (+3)
Military Genius – the character instinctively grasps the nuances of military tactics and security measures. When performing any of the following ventures- Bureaucracy, Leadership, Tactics, Security – the character receives +2D to rolls – but must pass a 21 DC to activate or it automatically fails. (+3)
Patron – a powerful individual watches the character's career with interest. When the character gets into trouble, the patron tries to smooth things over on his behalf. Player spends 1 FP to receive help from his patron – based on the GM's discretion and the influence of the chosen patron. This may only be used once per sim session. (+4)
Wealth - You start off with 10,000 credits (upon character creation). The character should hold an attitude of a privileged individual, which according tastes and attitudes. (+1)
Disadvantages
Bigotry - The character has "something against" a particular race of people, a particular religion, or some other aspect of life that a minority of people "fit into." While this bigotry should not be overt and rule the character, it is something that should be roleplayed. The character will discriminate against other characters who are of the minority, or, at best, accept them as "exceptions to the rule." The character will make insensitive comments and generally be annoying in regards to those people. The character takes -1D penalties to all interaction rolls (Con, Persuasion, Bargain, Value, etc.) except Intimidation against (Race) but gains +1D to Intimidation against (Race). (-2)
Cultural Unfamiliarity - The character is not from the "mainstream" culture of the society he spends the most time in. The character should work out where he is from, but it should be somewhere with a different culture than the one he is normally in. Either he's from another planet with a completely different culture, or whatever fits the game setting — he just doesn't fit in (socially, and, most likely, physically). 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)
Debt - You start the game by being 10,000 in debt. Furthermore, the character has a harder time getting credit and has to turn over a substantial amount of any profits he makes on an adventure to the lender.(-2)
Kleptomania - When in a store or surrounded by small, portable items, the character will occasionally try to "lift" something. When possessed by his Quirk (see rules below), the character suffers +3 to the difficulty of sleight of hand, security (lockpicking), or related attempts at theft because he really doesn't know he'd doing it. (-3)
Narcissism – The character has unrealistic vision of their own importance and beauty. Such overconfidence can make them difficult to work with and can hinder negotiations. The player gains +1D to Willpower rolls, but takes a -1D penalty for skills that require working well with others, such as Bargaining, Gambling, Leadership or Persuasion. (-2)
Poverty - The character begins the game with the shirt on his back and, maybe, a few pieces of cheap and substandard equipment. The character should also have the attitude of someone who is "poor," whatever that might be in the game setting.(-1)
Prejudice - The character is of a minority group — or maybe it is just the character himself — that is subject to prejudice and discrimination. The character receives modifiers to the difficulties (from +2 to +4) during normal interaction with characters not of the minority group, and is generally treated unfairly by society. The group the character belongs to, or the reason he is discriminated against, should be identified immediately, and the player should know how he can expect to be treated in most cases.(-2)
Renegade – the character is a fugitive from the law and must suffer a negative reputation (-1) to Renown. Also, the character rolls 1d100 in the presence of law enforcement authorities. Any roll below 33 fails, resulting in a confrontation with the authorities. (-4)
Stutter - When under pressure, or when relaxed, or when some other fairly common "mood" hits the character, he stutters. The downside is the character suffers +3 to the difficulty of any interaction at this time and player should roleplay having a "hard time" getting his ideas across to the other players. (-3)
Vendetta – someone is seeking retribution against the character; a person or group that must be decided upon with the GM upon character creation. 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)
Bonded Allegiance – Choose a target person or organization at character creation. The character has sworn a blood oath to the target, and is bound by it to assist them. 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)
SPIRITUALITY TRAITS – These traits represent a person's personal creed and tenets. It's a character's emotional strength, or lack of it, and their ability to deal with outside stimuli that are affronts to their personal doctrine.
Advantages
Moralizing Creed – the character holds a personal creed she finds both moralizing and invigorating. The exact nature o the creed is up to the player – perhaps the character finds strength in some spiritual mantra of philosophical convictions, or maybe it is her family identity or vocational reputation that calls her to heroism. Regardless of its idiom, the creed permits the character to spend up to 3 Character Points (non-refundable) during one action, per sim campaign on any action that figures into the character's self-identity as pertaining to her Moralizing Creed. (+10)
Unrealized Potential – as part of his genetic make-up the character enjoys latent ability relating one of his key attributes. During an upgrade session, the player may 'awaken' to his Unrealized Potential naming the related attribute and rolling a 1d100. If the roll is above 50, the player may upgrade the said attribute for half the usual cost. This includes Force Attributes. (+30)
Disadvantages
Culture Shock - There is a certain social situation that causes the character to freeze (exposure to nudity, the sight of police, etc.) and take -2 to ALL interaction and reaction rolls until the condition is gone. (-3)
Naivety – The character's inexperience or otherwise rosy outlook on the outside world makes then more susceptible to being taken advantage of. The player takes a -1D penalty when making a WP roll to resist influence attempts such as Persuasion, Con, Bargain, Command, Affect Mind or Control Mind. The character also takes a -1D penalty when attempting to make a Streetwise streetwise role. (-3)
Paranoid - The character trusts no one. He receives a +6 to the bonus number when trying to resist being conned, but he also receives this "bonus" when trying to be persuaded — and he must be persuaded via an opposed roll - before he'll help even his closest friends. "Everyone is out to get him." (-2)
Phobic - The character is deathly afraid of something. It could be heights, open spaces, spiders, or another character. 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)
Rogue – the character has renounced all his ties and allegiances to everyone and now wanders the Galaxy as a mercenary or hire. Having grown accustomed to self-reliance, the character works poorly with others and may not earn any Leadership or Military Leadership bonuses conferred upon a group by another player. In addition, the character's unorthodox independence makes others extremely suspicious of his motives, and the character rarely finds himself entrusted with a great measure of responsibility – which is exactly how he wants it. (-3)
Vulnerability - A particular form of attack or interaction affects the character much more severely than other characters. For example, a character with a vulnerability to firearms might "freeze up" when he sees another character point a gun at him — making it easier for the other character to hit him during the first round of combat (by lowering the DC by 1 level). A vulnerable character might automatically apply +10 to the difficulty of any attempts to resist another character's con attempts. (The less likely the situation is to occur, the greater the difficulty modifier.) (-2)
Minor Stigma - There is something that the character cannot do without performing the "proper rituals" before or after (a creature who must sketch an image of his intended victim before hunting him down; a shapeshifter who must be "purified" by his cult after killing someone). Pick a type of action that would affect another character. Every time the situation involving said action comes up, you must perform your specified ritual and are 'immobilized' for 1 round during which you may not take action. (-1)
NOTE - This list is periodically updated. Every time there is an update to the Traits list, a player may spend 10 CP (or 2 FP) to respec their traits. This rule is subject to change by the HGM.