Traits
During character creation you’ll have the option to select variable traits. Traits have an XP cost or reward, that are subtracted or added from your character build point pool.
Rookie = 12 trait points
Merc = 15 trait points
Pro = 18 trait points
Your trait pool must be 0 or above at the end of character creation.

General Traits

Trait Name
Effect
XP Cost
Astral awakening
Born with Astral soul
3 x Level
Technomancy
Born with Resonant soul - able to take technomancy traits
3 x Level
Extra upbringing etiquette
Gain additional upbringing etiquette
6
Extra career etiquette
Gain additional career etiquette
4
Extra general skills
2 additional general skill points
3
Extra niche skills
3 additional niche skill points
2
Extra friend
Gain extra contact at Power 3, Friendly affinity
3
Good friend
Better friend - increase affinity for contact by 1 or increase power by 1
4
Extra enemy
Gain extra enemy contact at Power 3, Dislike affinity
+3
Grudge
Worse enemy - decrease affinity for contact by 1 or increase power by 1
+4
Sturdy
Increase health tracker by 1
3
Focused
Increase stun tracker by 1
3
Frail
Decrease health tracker by 1
+3
Pain-sensitive
Decrease health tracker by 1
+3
Cursed
Permanent negative spell or program
3
Deep pockets
5 extra fortune to spend
1
Criminal record
Character Global Heat +1
+5
Surged
Magically genetically altered triggering inhuman physiological traits
variable
Infected
Has contracted a mythic viral infection and belongs to a sentient monster group such as ghouls, vampires, or werewolves
variable

Surge Traits

Magical surges have resulted in some genetic mutations within the population. These traits may take the form of animal, plant, or spirit elements combined with ordinary metatype features.
When selecting a surge trait, select:
The body part affected & what it looks like
Whether the change is noticeable at a glance
An optional effect. Surge traits may be cosmetic only.
A trait that is obvious or unconcealed will add additional Heat and make the character easier to be remembered or located.

Surge Notice

Effect
XP Cost
Obvious
+3
Concealable
+1
Hidden

Example Surge Effects

Trait
Description
XP Cost
Additional Sense
Gain a single additional sense - electromagnetic, astral, vomeronasal, thermographic, night vision, infrasonic, etc
3
Beak
Instead of a mouth and throat, you have a beak and gizzard. Can eat grasses/non-foods and resistance to ingested toxins
1
Bioluminescence
The character glows slightly, not visible in strong light, but very visible in dim light or darkness, making them easier to spot
+1
Bone Spikes
Spikes that protrude over body. Close attacks may autotrigger damage to nearby creatures
2
Camouflage
Skin can change color at will. Under stress will automatically match background
3
Catlike reflexes
Additional balance assistance in ear - always land on your feet
1
Cold-blooded
Difficulty maintaining body temperature, especially in cold environments - leave sluggish when below 50 degrees
+1
Eyes in the back of your head
Eyes are on the sides of your head, giving you near 360 POV.
2
Functional Tail
Tail has full control. Pick 1: balance, paddle, prehensile, thagomizer
1
Furry
Hair follicles on all or most of body is thicker - pick 1 effect: quills, insulation, camo, feathers,
1
Gecko Hands
Small hairlike structures on palms allow character to cling to surfaces, additional climb speed, bonus to palming, etc
1
Gills
Can breathe underwater
1
Marsupial Pouch
Has a compartment on the body that is effectively a concealed pocket - not shielded, but pat down would not find
2
Nictitating Membrane
Extra eyelid stretches over eye - can see underwater, and eyes are less prone to irritation or damage from air toxins
2
Proboscis
Nose is long and prehensile - can manipulate objects, store liquids, and attack
1
Satyr Legs
Character's legs are shaped like kangaroo or hare, can leap and run significantly faster, bonus to kicking attacks
1
Scent Glands
Character has scent glands that produce foul scent, can be tracked easier and may have negative social impacts
-2
Thick skin
Skin is hardened like some animals or plants - pick 1 - bark, blubber, lizard, granite, rhino, thorny
1
Vestigial Tail
Character has a fully grown tail, but it has no function
0

Infected Traits

Has contracted a mythic viral infection and belongs to a sentient monster group such as ghouls, vampires, or werewolves.
When selecting an infected trait, select:
The type of infection/type of monster
How advanced the illness is
Effects from the infections list
Infected creatures are not generally welcomed around healthy metahumans and may experience social impacts in addition to infection effects.

Infection Degree

Effect
Effects to choose
Severe
3 penalties, 2 boons
Moderate
2 penalty, 1 boon
Dormant
1 penalty

Infection Penalties

Effect
Description
Available for these infected groups
XP Cost
Essence rot
Must consume soul-essence to offset own decaying soul pool
Vampires, werewolves, ghouls
+5

Infection Boons

Effect
Description
Available for these infected groups
XP Cost
Additional Sense
Gain a single additional sense - electromagnetic, astral, vomeronasal, thermographic, night vision, infrasonic, etc
3

Circumstantial Traits

Many traits only apply in specific situations. These traits are varied, and can be built or adjusted to fit
Trait Name
Condition Description
Roll Effect
XP Cost/Gain
Addiction
Character is hooked on a substance - drug, tech or magic experience, euphoria, gambling, or sex
While distracted or under duress, all perception checks at -1 success
+3
Allergy
Negative modifier to all tests when dealing with allergen because of distraction
Add an extra 1 to rolls made while affected by the allergy (double cost if common allergy)
+3
Amiable
Can defuse conflict
Analytical Mind
Naturally gifted at finding connections between seemingly unconnected elements
Add 3 more dice to non-specific research checks
2
Animal Handler
Astral Chameleon
Astral signature blends into background, stealthed casting is easier
3
Astral sight
Character was born with astral sight
Blandness
Character looks unremarkable for metatype, penalty for others to remember character description/recognize face
Remove a 1 from stealth rolls that depend on you not being identified
2
Body sculpted
improve attraction/aesthetics/get new face
Add 3 more dice to rolls where seduction or flirting is part of the check
2
Brawny
Can carry more than usual/use physical intimidation
Combat paralysis
Penalty on initiative
Remove 1 success from initiative rolls
+2
Commando
Skilled at hiding in almost plain sight
Competitive Advantage
Boost with sports and games of competition
Curious
bonus on researching through convo
Diehard
Eye for secrets
Bonus to finding hidden caches and safes
Add 3 dice to checks to find hidden objects
2
First Impression
Bonus to social tests first time meeting person
Add 3 dice to social rolls within the first hour of meeting someone
2
Five finger discount
Bonus to sleight of hand to pocket item in crowded space
Add 1 success to stealth checks involving objects smaller than your palm
3
Gremlins
Natural trouble with technology and resonance - glitch?
Add a 1 to all rolls where ???
+2
Haggler
Can get reduced price when
Hawk Eye
Can see further/better than average person. Incompatible with Bioware
Add 1 success to perception checks made if visual distance penalty
3
High Pain Tolerance
Can ignore pain up to certain threshhold, reduce rollover stun effects from wounds or pain
Halve the amount of stun damage you take from physical damage rollover
1
Hollow Leg
Increased tolerance for drugs
Juryrigger
Deep knowledge of how to fudge during crafting, bonus when crafting on the fly or using improvised parts
Add 1 success to hacking or rigging checks for analog or physical wiring
3
Laugh at danger
Give boost to allies when you take damage
Add 1 success to assist rolls after you have taken physical damage
3
Low Pain Tolerance
Take extra stun from wounds and pain effects
Take extra 1 point of rollover stun damage from physical
+1
Lightning Reflexes
Increased initiative under threat
Add 1 success to initiative checks if enemy has spotted you
3
Lightweight
More susceptible to drugs
Lucky SOB
Somehow manages to come out of even the worst situations alright
If a roll would trigger alarm, remove 1 1
1
Motion Sickness
penalty on skill checks while in moving vehicle
Remove 3 dice from skill checks made in a moving vehicle
+2
Oblivious to (Social, Threat, Astral, etc)
Penalty to all perception rolls of that type. You must have access to that perception type.
Remove 1 success from all perception rolls of that type.
+3
Phobia
Character is afraid of a common thing. Can be rational or irrational, but fear is severe
Quick-witted
Bonus to speech checks that require comebacks or on the fly improv?
Resistance (pick element/toxin/poison)
You are naturally resistant to a specific type of damage
Remove 1 point of damage from that specific damage type
1
Resonant sight
Character was born with resonant sight. Only available for technomancers
Resonant touch
Character was born with resonant touch. Only available for technomancers
Self-taught
More likely to make mistakes on skill
Add an extra 1 to skill checks when under stress or in a hurry
+2
Sensible
Less likely to make mistakes during routine moments
Remove a 1 from rolls made in safe and neutral situation
2
Spirit Affinity
Has favor of spirits, easier summoning or better favors
Trait Builder
In [Working Title] traits are built to fit your character vision.
Pick 1 effect from the table, then pair it with a circumstance when the effect applies. Traits should be specific and reasonable. The DM may add additional cost or restrictions to balance traits with the table.
Effect
XP Cost
Add 1 success to a roll
-3
Add 3 more dice to a roll
-2
Remove a 1 from a roll
-2
Ignore 1 point of specific damage type
-1
Pick 2 actions to perform together for half the action cost (they would be combined)
-1
Remove 1 success from roll
+3
Remove 3 dice from roll
+2
Add an extra 1 to a roll
+2
Take extra 1 point of specific damage type
+1
Pick 1 action that costs double action time
+1