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Trait List

Traits’ eXP costs do not enjoy benefits from Educational Areas.

Name (Exclusivity)
PreReq (Cost):
Desc:

General Traits


Ambidextrous (H)
PreReq (Cost): ~
Desc:
Weapons wielded in the off hand take no penalty.

Left Handed (H)
PreReq (Cost): ~
Desc:
Weapons wielded in the right hand take a -5 penalty.

Right Handed (H)
PreReq (Cost): ~
Desc:
Weapons wielded in the left hand take a -5 penalty.

Owns It (A)
PreReq (Cost): 25
Desc:
Wearing only the underwear layer does not reduce your social layer by 1.

Socialite (T)
PreReq (Cost): 75
Desc:
+1 Social Layer, +5 to Rhetoric and Expression.

Fleet (F)
PreReq (Cost): 25
Desc:
+6m to movement when running away.

Forward! (F)
PreReq (Cost): 50
Desc:
+6m to movement when charging.

Seductive
PreReq (Cost): 75
Desc:
May always make Sexy/Alluring Quality Attacks, Alluring grants +10 and Sexy +20 to these moves.

Light Sleeper
PreReq (Cost): 75
Desc:
You only require 5 hours of sleep to be fully rested.

Forced Marcher
PreReq (Cost): 25
Desc:
May travel 15 hours on foot before beginning to lose Psyche.

Driver
PreReq (Cost): 50
Desc:
You know how to drive a normal land vehicle on wheels\treads.

Operator
PreReq (Cost): 75
Desc:
You know how to operate a mech.

Biker
PreReq (Cost): 25
Desc:
You know how to drive a motorcycle.

Rider
PreReq (Cost): 25
Desc:
Know how to ride anything with the Rider Compatible trait.

Aeronautician
PreReq (Cost): 75
Desc:
You know how to pilot fixed wing aircraft, dirigibles, and other non-Hover non-Copter vehicles.

Helo Pilot
PreReq (Cost): 50
Desc:
You know how to fly a helicopter.

Hover Pilot
PreReq (Cost): 75
Desc:
You know how to pilot an AC Gravity craft.

Seaman
PreReq (Cost): 50
Desc:
You know how to drive a nautical vessel.

Swimmer
PreReq (Cost): 25
Desc:
You gain your full movement speed in water.

Vigilant
PreReq (Cost): 25
Desc:
+2 Alertness

Quick Draw
PreReq (Cost): 50
Desc:
Equipping a weapon is a free action for you.

Firearm Enthusiast
PreReq (Cost): 50
Desc:
+5 to Repair guns and +15 to Savvy them, counts only as +5 for Gunsmithing.

Fencer
PreReq (Cost): 50
Desc:
+5 on Parry, Footwork, and Block attempts.

Brawler
PreReq (Cost): 50
Desc:
+10 on rolls to make unarmed attacks.

Chaste (P)
PreReq (Cost): 25
Desc:
-30 to all incoming alluring/sexy quality-based social attacks and negations.

Wrestler
PreReq (Cost): 75
Desc:
+20 on all Grapple, Choke, Bash, and Escape rolls.

Relentless
PreReq (Cost): 75
Desc:
Subsequent attacks in the same round suffer a -10 to-Hit, rather than -20.

Cultured (E)
PreReq (Cost): 25
Desc:
Knows how to act in polite company, granting 1 social layer in such circumstances.

Streetwise (E)
PreReq (Cost): 25
Desc:
Knows how to act in impolite company, granting 1 social layer in such circumstances.



Shagger
PreReq (Cost): ~
Desc:
Knows how to ride, breed, and manage Shags.

Gunnery
PreReq (Cost): 50
Desc:
+5 to rolls firing Light and Heavy Hardpoint weapons.

Artillery Acumen
PreReq (Cost): 50
Desc:
+10 to rolls firing Artillery Hardpoint weapons.

Speed Training
PreReq (Cost): 50
Desc:
Movement speed increased by 6m.

Just Add Power
PreReq (Cost): 75
Desc:
May craft at two levels below required capability for a -30 to the crafting roll.

Hard Carry
PreReq (Cost): 25
Desc:
Gain 5 extra Encumbrance of inventory space “about your person.”

Merciless:
PreReq (Cost): Blooded (25)
Desc:
Murder and the execution of helpless prisoners no longer incurs Psyche damage for you.

Masseuse
PreReq (Cost): 25
Desc:
You can give massages.

Wreckless
PreReq (Cost): 25
Desc:
Can ante Social Layer zero as the attacker in Social Combat.
Unfortunate Traits:

Annoying
PreReq (Cost): -25
Desc:
Something about your voice just does not sit well with people, and you incur a -5 on all social combat rolls.

Coverall (A)
PreReq (Cost): -25
Desc:
Being down to clothing layer reduces social layer by 1 as if though you were wearing only underwear.

AntiSocial (T)
PreReq (Cost): -50
Desc:
-1 Social Layer, -5 to Rhetoric rolls.

Drunkard
PreReq (Cost): -25
Desc: Addiction
Permanently an alcoholic, suffering the effects as laid out in the DreamWeavers’ section on alcoholism.

Smokestack
PreReq (Cost): -25
Desc: Addiction
Begin play at AdL 1 for Pipe Weed, cannot drop below this level by any means.

Licentious (P)
PreReq (Cost): -25
Desc: Addiction
Social attackers gain +10 when wearing visibly sexy/alluring attire.

Twitcher
PreReq (Cost): -25
Desc: Addiction
Begin play at AdL 1 for Kicker, cannot drop below this level by any means.

Psychead
PreReq (Cost): -25
Desc: Addiction
Begin play at AdL 1 for Psychoden, cannot drop below this level by any means.

Bopper
PreReq (Cost): -25
Desc: Addiction
Begin play at AdL 1 for Beebop, cannot drop below this level by any means.

Fried
PreReq (Cost): -25
Desc: Addiction
Begin play at AdL 1 for Tribacco, cannot drop below this level by any means.

Skittler
PreReq (Cost): -25
Desc: Addiction
Begin play at AdL 1 for AntiAinex, cannot drop below this level by any means.

Corrupt
PreReq (Cost): -25
Desc: Addiction
+20 to opponent’s social combat attacks that utilize bribery.

Bloodlust
PreReq (Cost): -25
Desc:
Any time you hit with an attack and are left with a half action remaining, you must use that half action to attack.

Frail
PreReq (Cost): -75
Desc:
Halve resilience and reduce Vitality by 1/4th rounded down.

Slow
PreReq (Cost): -50
Desc:
Halve movement speed.

Unstable
PreReq (Cost): -75
Desc:
-1 Social Layer, Halve Max Psyche.

Development Traits


Experienced I
PreReq (Cost): 125
Desc:
+5 CAPS points to spend.

Experienced II
PreReq (Cost): Experienced I (225)
Desc:
+10 CAPS points to spend.

Experienced III
PreReq (Cost): Experienced II (325)
Desc:
+15 CAPS points to spend.

Growth I
PreReq (Cost): 100
Desc:
+5 any CAPS stat.

Growth II
PreReq (Cost): Growth I (200)
Desc:
+10 any CAPS stat.

Growth III
PreReq (Cost): Growth II (300)
Desc:
+15 any CAPS stat.


Healthy I
PreReq (Cost): 50
Desc:
+2 Vitality

Healthy II
PreReq (Cost): Healthy I (100)
Desc:
+3 Vitality

Healthy III
PreReq (Cost): Healthy II (150)
Desc:
+4 Vitality

Centered I
PreReq (Cost): 50
Desc:
+2 Psyche

Centered II
PreReq (Cost): Centered I(100)
Desc:
+3 Psyche

Centered III
PreReq (Cost): Centered II (150)
Desc:
+4 Psyche

COMBAT

Marksmanship:


Long Shot
PreReq (Cost): 25
Desc:
Every guns’ range is 6m longer in your hands.

Power Draw
PreReq (Cost): 25
Desc:
+2 Pen when firing a bow.

Fast Fingers
PreReq (Cost): 75
Desc:
The second ranged attack of a turn incurs only a -10 to-hit penalty.

Precision
PreReq (Cost): 50
Desc:
+10 to Called Shots.

Called
PreReq (Cost): Precision (50)
Desc:
+20 to Called Shots.

Quicker Gun
PreReq (Cost): 50
Desc:
+10 to reaction shots.

Bursting
PreReq (Cost): Marksmanship 1 (50)
Desc:
Can burst fire at -30 as a reaction shot for a half action.

Spray & Pray
PreReq (Cost): Bursting (50)
Desc:
Can auto fire at -40 as a reaction shot for a half action.

Chuck Em
PreReq (Cost): 25
Desc:
Grenades and thrown weapons have double the range.

OK Coraller
PreReq (Cost): 25
Desc:
You can fire a revolver as if though it had B(2).

Straight Shooter
PreReq (Cost): 50
Desc:
Aim increases a shot’s to-hit by an additional +5.

Steady On
PreReq (Cost): 50
Desc:
Range of any non-thrown ranged weapon increases by 10m when wielded by you.

Melee:


Aggressive Stance
PreReq (Cost): 2 Melee (75)
Desc:
May change stance to Aggressive, allows you to aim (in melee) as a free action, +10 on all attempts to hit you.

Defensive Stance
PreReq (Cost): 2 Melee (75)
Desc:
May change stance to Defensive, halves movement speed but grants +10 to all Block and Parry tests, +30 to Escape tests.

Disarm
PreReq (Cost): 3 Melee (50)
Desc:
Upon successfully executing a Riposte, the weapon you parried is uneqiped and flung SB x 2 meters in a random (d8) direction.

Crusher
PreReq (Cost): 50
Desc:
+1 Pen\+1 Rip with Bludgeoning weapons.

Crush the Bone
PreReq (Cost): Crusher (50)
Desc:
+1 Pen\+1 Rip with Bludgeoning weapons.


Slasher
PreReq (Cost): 50
Desc:
+2 Rip with Slashing weapons.

Cut the Flesh
PreReq (Cost): Slasher (50)
Desc:
+2 Pen with Slashing weapons.

Stabber
PreReq (Cost): 50
Desc:
+2 Pen with Piercing weapons.

Twist the Knife
PreReq (Cost): Stabber (50)
Desc:
+2 Rip with Piercing weapons.

Martial Arts
PreReq (Cost): 75
Desc:
d6 base damage for unarmed attack.

Iron Fist
PreReq (Cost): Martial Arts (50)
Desc:
d8 base damage for unarmed attack, +10 to-hit with unarmed attacks.

Lightning Blows
PreReq (Cost): 75
Desc:
The second melee attack of a turn incurs only a -10 to-hit penalty.

Perrier
PreReq (Cost): 25
Desc:
+10 to Parry and Riposte rolls.

Duelist
PreReq (Cost): Perrier (50)
Desc:
May make Agility Bonus many parrying attempts per parrying stance.

Sweep
PreReq (Cost): 25
Desc:
For a -20 penalty, you may target two adjacent foes with a two handed melee weapon, so long as they are in range. Damage, but not hit location, is rolled separately for each.

Cleave
PreReq (Cost): Sweep (50)
Desc:
For a -20 penalty you may Sweep three adjacent foes.

Whirlwind
PreReq (Cost): Cleave (50)
Desc:
For a -40 penalty you may attack every person adjacent to you as with Sweep.

Finisher
PreReq (Cost): Melee 3 (25)
Desc:
When striking the killing blow in melee with three or more Degrees of Success, you finish an enemy in such a grizzly manner as to deal 2 Psyche damage to all their colleagues that witness.

Tactics:


En Garde!
PreReq (Cost): 25
Desc:
Agility-augmented Tactics +10 test that delivers a balance hit to an enemy without actually attacking them. Requires a melee weapon held in hand.

Small Command
PreReq (Cost): 25
Desc:
Spend a half action to have an ally in communication range take a free action (any character may only be the target of one Command per round).

Command
PreReq (Cost): Small Command (50)
Desc:
As Small Command, but a half action.

Order
PreReq (Cost): Command (75)
Desc:
Spend a full action to have an ally in communication range take a full action or two half reactions (counts as a Command).

Rush B
PreReq (Cost): 50
Desc:
Charisma-augmented Tactics roll +0, if successful all party members gain 10m of movement on their next turn.

Get Down
PreReq (Cost): 50
Desc:
Charisma-augmented Tactics roll +10, if successful Degrees-of-Success many party members may move their stance down once--from standing to crouching or from crouching to prone.

Hardened
PreReq (Cost): 50
Desc:
-1 incoming Psyche damage from witnessing the deaths of your comrades or seeing them lit on fire.

Crack
PreReq (Cost): Hardened (50)
Desc:
-1 incoming Psyche damage from being hit by a charge attack or being hit by a weapon that deals Psyche damage\weapon incurred Psyche damage (i.e. explosives). Incendiary Psyche damage is unaffected by this trait.

Shoulderfire
PreReq (Cost): 25
Desc:
Can fire over an adjacent friendly standing person while also standing.

Combat Analytics
PreReq (Cost): 50
Desc:
May make a Perception-augmented Tactics test +0 specifying a target and an ally you are communicating with. If successful, the ally gains +2 to any attack roll on that target they take next turn per degree of success (max +16).

Combat Crouch
PreReq (Cost): 25
Desc:
At the end of a half action move where you were standing, change stance to crouching as a free action.

SURVIVAL

Trapping:


Urban Outfitter
PreReq (Cost): 25
Desc:
+20 on rolls to determine the most high traffic areas to lay traps, traps you lay in Urban environs gain 2 levels of Stealth when placed.

Lover Mine
PreReq (Cost): 25
Desc:
+20 on rolls to (dis)arm or conceal mines.

Tripsy
PreReq (Cost): 25
Desc:
Can always find something to work as a tripwire.

Hidden Threat
PreReq (Cost): 2 Trapping (50)
Desc:
Any trap you successfully lay gains 1 level of Stealth.

Gamesman
PreReq (Cost): 50
Desc:
+20 on rolls to find the best place to set up a trap to catch local game, traps you lay in rural environments gain 2 levels of Stealth when placed.

Bear Hunter
PreReq (Cost): Gamesman (25)
Desc:
+20 on rolls to disarm, construct, or conceal a bear trap.

Rigged to Blow
PreReq (Cost): 25
Desc:
Can without a test link the ignition of an engine to the detonation of an explosive charge, given that you can access the engine or ignition, as a full action.

Every Trick in the Book
PreReq (Cost): 3 Trapping (50)
Desc:
Anytime you fail at laying a trap by two or less degrees, instead succeed--owing to your extensive backlog of tricks.

Disaster Artist
PreReq (Cost): 1 Trapping (50)
Desc:
Given time and sufficient materials (broken glass, jagged metal, sharp rocks, etc) can create Difficult Terrain at the rate of one 2m2 square per thirty seconds.

Spotting:


Groggy
PreReq (Cost): 25
Desc:
When deliberately seeking out hidden doors or traps, gain +20.

Sixth Sense
PreReq (Cost): 75
Desc:
When a Spotting check is elicited involuntarily by the DW, +10.



Tracker
PreReq (Cost): 50
Desc:
+10 to rolls to follow a trail.

Advanced Tracker
PreReq (Cost): Tracker (50)
Desc:
+20 to rolls to follow a trail.

Trapsense
PreReq (Cost): 50
Desc:
Add half your Trapping skill when making Perception-augmented Spotting tests to check for traps (i.e. 3 Trapping would translate to +15 on the roll).

Greater Trapsense
PreReq (Cost): Trapsense (50)
Desc:
Add your Trapping skill when making Perception-augmented Spotting tests to check for traps (replaces Trapsense’s bonus).

Fieldcraft:


Jungler
PreReq (Cost): 50
Desc:
+10 to rolls navigating or destroying thick foliage.

Spadester
PreReq (Cost): 25
Desc:
+30 to digging rolls.

Herbalist
PreReq (Cost): 50
Desc:
+20 to identify what various plants do, +20 on rolls to seek them using Perception-augmented Fieldcraft.

Hidden Dragon
PreReq (Cost): 25
Desc:
+10 on rolls to hide anywhere in nature.

Crouching Tiger
PreReq (Cost): 25
Desc:
When leaving Fieldcraft induced stealth, gain an additional half-action.

Hunter\Gatherer
PreReq (Cost): 25
Desc:
+20 on rolls to forage for food and butcher animals.

Rugged Maneuverer
PreReq (Cost): 2 Fieldcraft (50)
Desc:
Ignore the added movement cost of Difficult Terrain.

Wilderness Guide
PreReq (Cost): 1 Fieldcraft (25)
Desc:
Can make a Charisma-augmented Fieldcraft test that confers +2 to an ally’s Fieldcraft roll per degree of success.

Deep Diver
PreReq (Cost): Swimmer (50)
Desc:
You can hold your breath underwater for 6 x Res minutes.


GRAFT

Wiz:


Pokerface
PreReq (Cost): 75
Desc:
+10 on rolls to lie, +20 on rolls to play poker.

Truesight
PreReq (Cost): 75
Desc:
+20 on rolls to discern the motive of another, or see through a lie.

Nothing to See Here
PreReq (Cost): 25
Desc:
+20 on rolls to convince people you are irrelevant/not a threat, only works when not visibly armed.

Step Right Up!
PreReq (Cost): 25
Desc:
+20 on rolls to work a crowd.

Natural Con
PreReq (Cost): 50
Desc:
Any time a Wiz roll fails by one Degree of Success, roll Luck 7. If successful it instead passes by a single degree of success provided you make an outlandish claim.

Look Over There!
PreReq (Cost): 2 Wiz (50)
Desc:
After declaring an interjection in social combat you may make a Charisma-augmented Wiz +10 test to cause all opposing parties and bystanders to quickly look the other way for 5 to 50 seconds (DW discretion). If your ally in social combat has fled the scene before the enemy comes-to, none of the negative effects of losing the social combat are suffered. They won’t fall for this trick twice.

Trickier Than Thou
PreReq (Cost): 50
Desc:
When you’ve gained the Upper Hand through Wiz in Social Combat, that argument roll gains +5.

Dirty Ways
PreReq (Cost): 50
Desc:
When you are the attacker in Social Combat, ties go to attacker so long as your final argument used Wiz.

Hussy
PreReq (Cost): 50
Desc:
+5 when making Alluring/Sexy quality attacks.

Jigging


Locksmith
PreReq (Cost): 50
Desc:
+20 on rolls to pick conventional locks.

Master Locksmith
PreReq (Cost): Locksmith (50)
Desc:
+20 on rolls to pick conventional locks.

Safecracker
PreReq (Cost): 25
Desc:
+20 on rolls to open safes.

Master Safecracker
PreReq (Cost): Safecracker (25)
Desc:
+20 on rolls to open safes.


Doorkicker
PreReq (Cost): 25
Desc:
+20 on rolls to knock down a door or similar barrier.

Forceful
PreReq (Cost): 50
Desc:
+10 on any Strength-augmented Jigging roll.

Cutpurse
PreReq (Cost): 25
Desc:
+10 on Agility-augmented Jigging rolls to pick pockets.

Dipper
PreReq (Cost): Cutpurse (25)
Desc:
+20 on Agility-augmented rolls to pick pockets.

Trap Jigger
PreReq (Cost): 2 Trapping (75)
Desc:
May make a Trapping-Jigging Combined Skill Test whenever attempting to disarm a trap, rather than relying on one or the other.

Blending:


Urban Shadow
PreReq (Cost): 100
Desc:
When hiding using Blending, if someone beats your degrees of success attempting to spot you, you may opt to reroll in hopes of getting more degrees of success. You must take the latter’s result.

Depot Darling
PreReq (Cost): 25
Desc:
+20 to hide in environments where the primary source of cover is crates.

Plain Sight
PreReq (Cost): 50
Desc:
+20 to hide in a crowd.

Newsie
PreReq (Cost): 25
Desc:
+10 to hide in a crowd when wielding a newspaper.

All Things Permitting
PreReq (Cost): Plain Sight (50)
Desc:
+20 to hide in a crowd.

Alleycat
PreReq (Cost): 50
Desc:
+10 to hide anywhere in city streets, stacks with Plain Sight and Depot Darling.

Urban Prowler
PreReq (Cost): Alleycat (50)
Desc:
+10 to hide anywhere in city streets, stacks with Plain Sight and Depot Darling.

Sewer Rat
PreReq (Cost): 50
Desc:
+10 to hide in any enclosed unnatural environment--office building, sewer system, series of ferrocrete bunkers, old abandoned gas station, etc. Stacks with Plain Sight and Depot Darling.

Subterranean Skulker
PreReq (Cost): Sewer Rat (50)
Desc:
+10 to hide in any enclosed unnatural environment--office building, sewer system, series of ferrocrete bunkers, old abandoned gas station, etc. Stacks with Plain Sight and Depot Darling.

OPERATIONAL

Salvaging:


Conservative Stripper
PreReq (Cost): 25
Desc:
+1 of whatever the Free salvage item is when breaking down salvagables\loot.

Careful Stripper
PreReq (Cost): Conservative Stripper (75)
Desc:
May reroll but must take whatever the result is when breaking down salvagables\loot.

Taking Stock
PreReq (Cost): 50
Desc:
+20 on salvaging rolls to look for a place to salvage.

Trashfield Traveler
PreReq (Cost): Taking Stock (50)
Desc:
+20 on salvaging rolls to look for a place to salvage.

Junkrat
PreReq (Cost): 50
Desc:
May search four, rather than three times, for salvage in a given trash heap.

No Stone Unturned
PreReq (Cost): Salvaging 2 (50)
Desc:
Every time you look for salvage in an Orange or Green Zone, roll Luck 5. If successful, the stash you find will have loot as if though in a Red or Yellow Zone respectively.

Field Evaluations
PreReq (Cost): 25
Desc:
When confronted with an item of unknown value, may make a Logistics-Salvaging CST to determine likely salable price range, instead of just a Logistics Skill Test.

Gentle Fingers
PreReq (Cost): 25
Desc:
+20 on Agility-augmented Scavenging rolls to remove carefully remove sensitive materials from their casing.

Good Rippance
PreReq (Cost): 25
Desc:
+20 on Strength-augmented Scavenging rolls to to tear out a piece of considerable size from something while keeping it in its current condition.

Repair:


Mechanic
PreReq (Cost): 50
Desc:
+20 to rolls involving the maintenance and creation of vehicles and crafting in the Mechanics school.

Superior Mechanic
PreReq (Cost): Mechanic (50)
Desc:
+20 to rolls involving the maintenance and creation of vehicles and crafting in the Mechanics school.


Gunsmith
PreReq (Cost): 50
Desc:
+20 to Gunsmithing rolls.

Superior Gunsmith
PreReq (Cost): Gunsmith (50)
Desc:
+20 to Gunsmithing rolls.

Weaponsmith
PreReq (Cost): 50
Desc:
+20 to Weaponsmithing rolls.

Superior Weaponsmith
PreReq (Cost): Weaponsmith (50)
Desc:
+20 to Weaponsmithing rolls.

Armoursmith
PreReq (Cost): 50
Desc:
+20 to Armoursmithing rolls.

Superior Armoursmith
PreReq (Cost): Armoursmith (50)
Desc:
+20 to Armoursmithing rolls.

Greasemonkey
PreReq (Cost): 50
Desc:
Grants +5 to any Repair roll.

Crapshoot
PreReq (Cost): Repair 1 (75)
Desc:
On a failed repair check, roll Luck (9+Degrees of Failure). If successful, you succeed with a single degree of success.

Savvy:


Oopsie
PreReq (Cost): 1 Repair (25)
Desc:
On a hands-on Savvy roll, anytime you trigger a negative outcome by failing, you may retake the test at -20 to quickly abort it.

Firearm Expert
PreReq (Cost): 1 Savvy (50)
Desc:
Gain 1 Proficiency in every kind of firearm (nothing under the Specials category counts), +5 on Gunsmithing rolls.

Pull-pin
PreReq (Cost): 25
Desc:
+20 on rolls to figure out how to trigger explosives and how long you have before they go off, grenades have an extra 2m of range when thrown by you.

Weaponizer
PreReq (Cost): 1 Savvy (50)
Desc:
+10 on any roll to figure out how to operate any weapon, +10 on Weaponsmithing rolls. When picking up an Improvised Weapon make a Luck 10 roll, if successful you figure out how to successfully use it such that it has 1 Rip.

Pinpointer
PreReq (Cost): 2 Savvy (25)
Desc:
+10 on Called Shots against vehicles, +10 on rolls to figure out the most vulnerable part of a vehicle.

Strange Contraption
PreReq (Cost): 25
Desc:
+20 on rolls to figure out what strange, alien, or generally unfamiliar technology does/discovering how to operate it.

Reverse Engineer
PreReq (Cost): 1 Repair + 1 Savvy (50)
Desc:
+20 on Savvy-Repair CSTs to create blueprints from examining an object.

Maker’s Marks
PreReq (Cost): 25
Desc:
+30 on Savvy rolls to know where something was manufactured.

Born Natural
PreReq (Cost): 25
Desc:
+20 on Perception-augmented Savvy rolls to figure out the controls of a strange vehicle.

THEORETICAL

Physical:


Concocter
PreReq (Cost): 50
Desc:
+20 to Concocting rolls.

Superior Concocter
PreReq (Cost): Concocter (50)
Desc:
+20 to Concocting rolls.

Electrician
PreReq (Cost): 50
Desc:
+20 to rolls dealing with electricals.

Director
PreReq (Cost): 50
Desc:
Give someone using Repair the benefit of your knowledge for a +10 on any Repair roll. This bonus does not stack.

Bomber
PreReq (Cost): 25
Desc:
+10 on rolls to Concoct explosives charges.

Demolition Technician
PreReq (Cost): Bomber (25)
Desc:
+10 on rolls to Concoct explosives charges.

Forensics
PreReq (Cost): 50
Desc:
When examining an unaltered scene of a fight know how many participants were involved, which ones succeeded, and approximately how many legs everyone involved had without needing to roll a check.

Acidic Touch
PreReq (Cost): 50
Desc:
+20 on rolls to Concoct or identify acids.

Structural Engineer
PreReq (Cost): 50
Desc:
+20 on Perception-augmented Physical rolls to determine what kind of armour vehicles\structures have, the best ways to circumvent them, and the best way to bring down a building.

Biological:


Botanist
PreReq (Cost): 50
Desc:
+20 on rolls to identify/find flora and the special characteristics of unknown species, you also know where common herbs grow in the wild.

Medic
PreReq (Cost): 50
Desc:
+1 Vitality returned to those you apply bandages to or use MedKits on.

Zoologist
PreReq (Cost): 50
Desc:
+20 on rolls to identify/find fauna and the special characteristics of unknown species.

Cook
PreReq (Cost): 50
Desc:
Confers +20 on Cooking rolls.

Superior Cook
PreReq (Cost): Cook (50)
Desc:
+20 to Cooking rolls.

Chef
PreReq (Cost): 25
Desc:
Confers +10 on Cooking rolls and can roll a Perc-augmented Biology +10 to discover what’s been used to make a meal you are examining.

Master Chef
PreReq (Cost): Chef (50)
Desc:
Confers +10 on Cooking rolls and can roll a Perc-augmented Biology +30 to discover what’s been used to make a meal you are examining.


Geneflap Reader
PreReq (Cost): 1 Biological (75)
Desc:
Can check under the fins of a Morphant to get a rough idea of what parts of the body it changes with Perc-aug’d Biology.

Triage
PreReq (Cost): 25
Desc:
Can use three bandages to create a sling that reduces the stat penalty to a wounded limb by half, allow a crippled limb to be used.

Surgeon
PreReq (Cost): 2 Biological (50)
Desc:
May perform surgery without halving the to-Hit.

Master Surgeon
PreReq (Cost): 2 Biological, Surgeon (50)
Desc:
All Surgery-related rolls at +20.

Computational:


Snoop
PreReq (Cost): 50
Desc:
+30 on rolls to search databases you have access to.

System Repair
PreReq (Cost): 25
Desc:
May make a Perception-augmented Computational test +20 to attempt a System Repair. If successful, files with unreachable pathways are newly restored and old functions of the terminal that may have gone un-used for decades (i.e. camera feeds, lift operation, self-destruct) are made available.

Packet Protocols
PreReq (Cost): 25
Desc:
Can effectively format a cartridge for transmitting data, allowing you to snag information and take it with you.

Handshakes
PreReq (Cost): Packet Protocols (25)
Desc:
Can probe for available physical connections to other networks (i.e. intact fiber optics cables, etc) and access them remotely from connected terminals.

Subversive Techniques
PreReq (Cost): 75
Desc:
+20 on attempts to subvert security/privacy of a digital system you’ve gained access to.

Whiteout
PreReq (Cost): Subversive Techniques (25)
Desc:
With one minute to work, can make a terminal show only a white screen unless a specific sequence is entered/detected (i.e. audioque if microphone available or pose if sensor active).

Thinking Machine Theory
PreReq (Cost): 50
Desc:
Familiar with the full theory behind thinking machines, grating a +10 to their use. Given enough time and money could create their own Analytical Engine.

Thinking Man’s Subversion
PreReq (Cost): Thinking Machine Theory (50)
Desc:
+20 on rolls to subvert or otherwise sabotage a Thinking Machine’s data or functionality.

Hard Reset
PreReq (Cost): 25
Desc:
With access to charger cables and at least one charge of electricity, can force a bricked\unresponsive terminal to return to startup.

SOCIETAL

Logistics:


Barter
PreReq (Cost): 50
Desc:
+20 on rolls to negotiate the price of everything from bribes to bail to barley.

Supply/demand
PreReq (Cost): 25
Desc:
Luck rolls relating to economic affairs are -5 easier (to a minimum of 1).

Miraculous
PreReq (Cost): Logistics 1 (50)
Desc:
Can ration food so well that when allocating food for a group they can make two condition count as a full meal.

Supply Chain
PreReq (Cost): 50
Desc:
+10 on Charisma-augmented Logistics rolls to arrange the supplying of expeditions, convoys, and armies.

Margins
PreReq (Cost): 1 Logistics (50)
Desc:
+20 on rolls to determine the likely profit of a certain good in another location.

Price Susser
PreReq (Cost): Margins
Desc:
+20 to guesstimating the markup a given merchant is charging for their goods via Perception-augmented Logistics.

Bull Marketeer
PreReq (Cost): 25
Desc:
You know how to play financial markets, +10 on rolls to invest.

Real Scrooge
PreReq (Cost): Bull Marketeer (25)
Desc:
+10 on rolls to invest.

Operational Effectiveness
PreReq (Cost): 50
Desc:
Reduces the monthly expenses of any business\fortification\settlement\etc they personally operate the finances of by 5%.

To the T
PreReq (Cost): Operational Effectiveness (50)
Desc:
Reduces the monthly expenses of any business\fortification\settlement\etc they personally operate the finances of by 5%.

Rhetoric:


Always Poised
PreReq (Cost): 75
Desc:
+1 Social Layer.

Cut of your Jib
PreReq (Cost): 50
Desc:
+20 to Rhetoric-based Negations.

Lecturer
PreReq (Cost): 25
Desc:
+20 on rolls to address a crowd.

Writer
PreReq (Cost): 1 Rhetoric (25)
Desc:
+20 on rolls to produce a piece of written Rhetoric.

Logical Fallacy
PreReq (Cost): 2 Rhetoric (50)
Desc:
Once per social combat when using Rhetoric and getting two or more degrees of failure, you gain a degree of success rather than your opponent gaining the normal 1 DoS per your 2 DoF.

Smarter Than Thou
PreReq (Cost): 50
Desc:
When you’ve gained the Upper Hand through Rhetoric in Social Combat, that argument roll gains +5.


Counterpoint
PreReq (Cost): Lecturer (25)
Desc:
Gain the Upper Hand when using Rhetoric against Rhetoric.

Philosophy
PreReq (Cost): 50
Desc:
Knows modern philosophy and philosophers. Gain the quality attack “Confuse” tied to no item quality. It attacks with Charisma-augmented Rhetoric, and when successful makes it impossible for the argument it is made alongside to gain the Upper Hand--but also makes it impossible for the Upper Hand to be gained againste it.

Dialectic
PreReq (Cost): Philosophy (25)
Desc:
When you have lost a social combat where you final argument used Rhetoric and you are reduced to no social layers, regain Social Layer zero.

Expression:


(X) Player:
PreReq (Cost): 50
Desc:
Replace X with a specific instrument. You have learned to play it well, granting a +30 on all checks to play it.

(X) Virtuoso:
PreReq (Cost): (X) Player (70)
Desc:
X must be same for Player and Virtuoso traits. Confers a further +30 to checks.

Big Personality
PreReq (Cost): Expression 3 (75)
Desc:
Gain 5 Charisma.

Flashy
PreReq (Cost): 50
Desc:
May always make Fancy/Extravagant Quality Attacks, Fancy grants +10 and Extravagant +20 to these moves.

Sincere
PreReq (Cost): Expression 2 (50)
Desc:
+30 on rolls to convince someone you’re telling the truth.

Dancer
PreReq (Cost): Agility >= 30 (50)
Desc:
Gain 2m of Movement, +20 on rolls to dance.

Honest Appeal
PreReq (Cost): 50
Desc:
Once per Social Combat, when using Expression, opponent gains no degrees of success from your failure(s).

Holier Than Thou
PreReq (Cost): 50
Desc:
When you’ve gained the Upper Hand through Expression in Social Combat, that argument roll gains +5.

Professional Dancer
PreReq (Cost): 50
Desc:
Knows how to dance, +20 to dancing rolls. May add Agility/2 to Strip Quality Attacks.

Exotic Dancer
PreReq (Cost): Professional Dancer (50)
Desc:
May add Agility to Strip Quality Attacks. Replace Professional Dancer’s bonus to those attacks.

Misc Traits


Name
PreReq (Cost):
Desc:

Name
PreReq (Cost):
Desc:

Blooded:
PreReq (Cost): ~
Desc:
You’ve killed another person, and will no longer take Psyche damage from this act.