A | B | C | D | E | ||
---|---|---|---|---|---|---|
1 | Trait Name | Effect | EXP | Limit | Requirement | |
2 | Large Frame | +3 Damage Threshold | ||||
3 | +3 Damage Required for a Crippling Wound | |||||
4 | -3 Dodge | |||||
5 | -3 Stealth | |||||
6 | Small Frame | +3 Dodge | ||||
7 | +3 Stealth | |||||
8 | -3 Damage Threshold | |||||
9 | -3 Damage Required for a Crippling Wound | |||||
10 | Chem Reliant | x2 Addiction Rating on chems | ||||
11 | 1/2 Withdrawal Effects | |||||
12 | Chem Resistant | 1/2 Effectiveness for addictive chems | ||||
13 | 1/2 Addiction Rating on chems | |||||
14 | Diverse Magic | +5 Racial SPECIAL when determining Spell Slots | ||||
15 | -5 Racial SPECIAL when determining Potency | |||||
16 | Elderly | -3 Damage Required for Crippling Wound | ||||
17 | -10kg Carrying Capacity | |||||
18 | -2 Action Points | |||||
19 | +2 Intuition and Academics | |||||
20 | +3 Integrity | |||||
21 | Focused Magic | +5 Racial SPECIAL when determining Potency | ||||
22 | -5 Racial SPECIAL when determining Spell Slots | |||||
23 | Derped | Alertness, Dodge +2 | ||||
24 | Medicine, Mechanics -2 | |||||
25 | Ghoul | Rad Reliant | ||||
26 | Rad Dependant | |||||
27 | Fast Metabolism | +5 Endurance for Healing | ||||
28 | -5 Endurance for Resistance | |||||
29 | Cold Blooded | +4 Combat Skills | ||||
30 | -4 Action Points | |||||
31 | Hot Blooded | +4 Damage while below 50% health | ||||
32 | -2 Perception and Agility while below 50% health | |||||
33 | Four Eyes | +1 Perception with glasses | ||||
34 | -1 Perception without glasses | |||||
35 | Good Natured | +2 Academics, Expression, Intuition, Medicine, Mechancs, and Piloting | ||||
36 | -2 Ballistics, Energy Weapons, Gunnery, Explosives, Melee, and Unarmed | |||||
37 | Reckless | +4 Action Points | ||||
38 | -5 Dodge | |||||
39 | Delicate Precision | +5 with weapons 2kg or less | ||||
40 | -5 with weapons more than 2kg | |||||
41 | Paranoid | +5 Alertness | ||||
42 | -4 Endurance for Energy Regeneration | |||||
43 | Mixed Heritage* | Use 2 Racial Bonuses/Penalties (including magic) | *Only required if both phenotypes show significant expression. | |||
44 | 1/2 benefits and penalties for each bonus | |||||
45 | Neutral Mutation... | |||||
46 | ||||||
47 | Nerve Dead | +4 Bonus to ignore wound and SPECIAL damage penalties. | ||||
48 | -4 Alertness |