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Traits

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Traits are advantages that add some sort of special ability to the character; they can usually only be bought at the time of character creation. They represent certain abilities or special skills found only in particular characters.

Acclimated ( d)
Requirements: Body 2d+
Description: This character may have grown up in the jungle, or maybe was stationed in Panama or the deserts of Algeria. Whatever his background, he seems to take the heat of the 'Nam better than others, so doesn't suffer as much on patrols.
Mechanics:

Grizzled ( d)
Requirements: Mind 2d+, Command 3d+, Body 3d+, Survival 2d+, Firearms[Any] 3d+, Hand-to-Hand[Any] 3d+, Rank(NCO)
Description: This soldier is either an enlisted soldier that has seen several tours in Viet Nam, or a grizzled platoon sergeant from World War II or Korea. Whatever their background, these soldiers stand head and shoulders above the grunts around them.
Mechanics: You must have your Warmasters permission to gain this advantage.

West Pointer ( d)
Requirements: Mind 3d+, Command 3d+
Description: A distinguished graduate of the West Point Military Academy, this soldier is the U.S. Army's best officer material. Schooled in military tradition and procedures, graduates of the caliber are few and far between.
Mechanics:

Clipping the Grass ( d)
Requirements:
Description:
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Groundhog ( d)
Requirements:
Description:
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Hose 'em Down ( d)
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Description:
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Thumper King ( d)
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Description:
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Born Leader ( d)
Requirements:
Description:
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Command Presence ( d)
Requirements:
Description:
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Medic! ( d)
Requirements:
Description:
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Ranger Tab/SEAL Trident ( d)
Requirements:
Description:
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Rank (NCO) ( d)
Requirements:
Description:
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Rank (Officer) ( d)
Requirements:
Description:
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Semper Fi ( d)
Requirements:
Description:
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Spotter ( d)
Requirements:
Description:
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Water Training ( d)
Requirements:
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Band of Brothers ( d)
Requirements:
Description:
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Idealist ( d)
Requirements:
Description:
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Scrounger ( d)
Requirements:
Description:
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Alertness ( d)
Requirements:
Description: Not much gets by this character. he's very observant and perceptive, and gains bonuses to sense the world around him.
Mechanics:

Ambidextrous ( d)
Requirements:
Description: This character is a deft with his left hand as he is with his right.
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Attractive ( d)
Requirements:
Description: This character is very handsome or beautiful.
Mechanics:

Brawny ( d)
Requirements:
Description: This character is very large, or perhaps just very fit. In either case, his bulk offsets damage better than most, and allows him to carry more than one might surmise.
Mechanics:

Fast Healer ( d)
Requirements:
Description: This character heals very quickly.
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Quick ( d)
Requirements:
Description: This character was born with lightning fast reflexes.
Mechanics:

Combat Reflexes ( d)
Requirements:
Description: This character is rarely surprised, and when he is, recovers quicker than most.
Mechanics:

Hard to Kill ( d)
Requirements:
Description: This character has more lives than a truckload of cats.
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Level Headed ( d)
Requirements:
Description: This character can keep his cool, even under fire or in a disadvantageous position.
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Nerves of Steel ( d)
Requirements:
Description: This character has learned to fight through wounds or other intense pain.
Mechanics:

Steady Hands ( d)
Requirements:
Description: This character is very adept at firing on the run- whether running himself, or on the back of a moving vehicle or animal.
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Quick Witted ( d)
Requirements:
Description: This character is fleet of mind, and able to quickly adapt to changing situations.
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Inspire ( d)
Requirements:
Description: While not truly charismatic, this character has the ability to strengthen the resolve of those around him in combat.
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Natural Leader ( d)
Requirements:
Description: This character is naturally charismatic and can sway people with words alone.
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Two Fisted ( d)
Requirements:
Description: This character is not truly ambidextrous, but has trained himself to fight with his offhand.
Mechanics:

Alien Angles (2d)
Requirements: Mythos Skill at 1d or more
Description: You know how to think in the alien ways needed to cast spells and can unconsciously slip into the correct mindset without effort.\\ Mechanics: With this trait you automatically succeed at the Mind check required to cast spells.

A Scientific Explanation (2d)
Requirements: A science skill in excess of 3d
Description: Because of being grounded in the fields of science, the character can rationalize unusual occurrences, reducing their effects on his sanity.
Mechanics: You can choose to roll Mind+[a science skill] in lieu of the Mind+Equilibrium when faced with a Madness check on the Unnatural gauge. It’s still rolled at the same Difficulty, as more eerie experiences are harder to rationalize. If you succeed, you “explain it away” and gain neither a Failed nor a Hardened notch.

Backup (1d/2d/4d)
Requirements: None
Description: You have contacts that can bring in significant backup in dangerous situations.\\ Mechanics: At 1d this just means more equipment; at 2d vehicles and equipment; at 4d it means people, equipment and vehicles. The exact effects remain up to the GM to decide. Some characters can call for help without this trait; any cop can call out an emergency and have several others come running to help. The Backup trait represents unusual gear and specialists.

Good Childhood (4d)
Requirements: None
Description: You had an extremely stable home life and a solid emotional foundation from early childhood.
Mechanics: This allows you to modify Stat+Equilibrium rolls against any gauge of the Madness Meter, sacrificing a point of width for a point of height. So if you roll 4x5 against an Intensity 6 check, you can “squish” the roll to a 3x6 (dropping 1 point of width and adding 1 point of height) succeeding where you would have failed.

Expert (4d)
Requirements: GM’s permission
Description: You have extraordinary training in skills related to a certain aegis, and can perform better than most when using this training.
Mechanics: This allows you to purchase Expert dice in skills related to a specific pursuit, or upgrade existing dice in skills to Expert dice. Without it, you cannot possess Expert Dice. This allows you to buy them in these skills through normal character development. Expert Dice cannot be purchased in stats.

Money (3d)
Requirements: GM’s permission
Description: You’re rich. For whatever reason (and this reason must be defined at character creation) your character doesn’t have to worry about money; it’s just there.
Mechanics: How much you can buy and when remains up to the GM, but within these limits, you do not have to worry about money.

Mythos Skill (no cost, see prerequisite)*
Requirements: A Hardened or Failed notch in the Unnatural gauge.
Description: The character has already encountered the supernatural, and from this meeting gleaned information that man should not know.
Mechanics: Each Hardened or Failed notch in the Unnatural gauge automatically grants you a +1d to your Mythos skill (up to 3d), in addition to granting you the standard dice to spend on Character creation. At character creation you must define what supernatural creature or experience you have encountered.

Religious (2d)
Requirements: None
Description: The character's religious belief places (or misplaces) your perception of the real world—even if it is absolutely horrific—in some religious context.
Mechanics: You can “put off” Failed and Hardened notches in the Unnatural gauge as long as you have no Failed notches in the Self gauge. But keep track of Failed or Hardened notches in the Unnatural, because if you gain a Failed notch in the Self gauge, you suffer the full effect of everything you’ve lost to date in the Unnatural gauge as your faith crumbles.

Resilient (5d)
Requirements: GM’s permission
Description: The character can get a second wind given then chance, shaking off damage and pushing on with his mission.
Mechanics: At the end of a particular combat or spellcasting session (as judged by the GM), all the Shock damage you suffered evaporates. This does not affect Killing damage at all. (This trait fits best with fourcolor and some cinematic settings.)

Resources (1d/2d/4d)
Requirements: None
Description: You have pull and can call someone to look into things.\\ Mechanics: At 1d this means you know someone who has access to the research materials, a good head on his or her shoulders and who owes you a favor; at 2d this jumps to someone with a little more professional skill who can actually travel to locations and look things up; at 4d it means access to nearly any official file—DMV paperwork, criminal records, an FBI file, etc. Of course, the more important and useful the files, the more trouble your contact could get into for accessing them.


Category: TheNam

Page last modified on May 05, 2008, at 12:03 AM