List of Traits
This article contains a comprehensive list of all the Traits in the game that a character could possibly take. Please note the Access Requirements for each trait. For general rules regarding Traits, please see Traits.
This table contains all of the Flaws a character can possibly take. Flaws are considered detrimental and will add role play challenges, additional costuming requirements, and / or mechanical detriments to a character.
|Addiction||Appropriate role play requirements sating the addiction as per the Addiction Rules.||The character begins play with a single Addiction to any single substance, which must be approved by plot, which follows all the normal Addiction Rules noted in the Codex, with the exception that the character can never break the addiction caused by this Trait unless definitively specified otherwise. Since this is a special kind of addiction, there may be custom rules created by the rules team for how your character specifically is affected by the addiction. Also, any and all items consumed for the addiction must always be submitted to the RecRoom Logistics Marshal at the earliest next convenience to show that your character consumed the item. Some items may also have specified detrimental effects associated with them for consuming them, regardless of whether or not the character is addicted. This flaw can be taken an unlimited number of times.|
|Antiquated||Synth (with the Exception of G6) with approved back story explaining the trait and appropriate old, rusted, or worn metal-like costuming.||The character is old, not taken care of, and antiquated. The character gets -1 to any single attribute of choice.|
|Bigotry||Appropriate Role Play||The character chooses a specific Origin, Organization, etc. that is wide spread and prevalent in the universe. The character must role play extreme dislike towards the choice and is compelled to attack/destroy/maim all people and things in and / or related to the choice. This effect can be staunched for 15 seconds through use of a Master Rank or higher effect that would negate or nullify Mind Effects.|
|Body Modification||1/3 of exposed skin must be tattooed or have piercings or other kinds of modifications (fake or real). This is above and beyond the requirements for any Origin's costuming.||The character has intense, superficial body modifications. This flaw is simply the additional costuming requirements.|
|Clumsy||Appropriate role play requirements (slow moving, loud, general clumsiness).|| The character is unable to perform any of the following:
|Coward||Appropriate role play requirements.||The character must generally role play as though he or she is a coward. The character may never use any rank of Courage nor benefit from any ability or part of an ability that would negate Fear Effects; however, effects that Nullify Fear will work as normal (such as Counsel). In addition, all Fear Effects that affect the character for +1 Time Interval.|
|Cyborg||Ultimate Transfabricant with appropriate costuming.||All numerical healing effects are halved, rounded up to the nearest even number. Additionally the character must choose Organic or Artificial. Organic Cyborgs are only healed by any effect that would heal normal mortal entities, while Artificial can be healed only as any Synth could be.|
|Debilitated||Appropriate role play requirements.|| The character chooses a single Attribute and that Attribute now has a score of 2. Characters with a debilitated attribute cannot choose to learn any class that solely utilizes that Attribute as a primary attribute nor can the character choose this Attribute as a Primary Attribute for Classes that allow that. This Attribute cannot be raised with Origin-granted effects or any other boon. By taking this flaw, the character gains two other Traits of choice.
*Note* It is expected of players to extensively role play this Flaw and we remind you that if Plot feels your effort is less than acceptable, you will lose this flaw and any Boons gained from taking it. It is up to the player how they wish to role play this debilitation, such as being mentally handicapped, having a permanent leg injury, or anything one could imagine.
|Derangement||Appropriate role play requirements||The player must choose a real-life mental derangement and role play that accordingly. Certain mechanical detriments may apply, determined by the rules' team and based on the derangement chosen. This flaw may be taken multiple times.|
|Elderly||Any non-Synth Origin (with the Exception of G6) with appropriate old-person makeup.||The character is aged and elderly. The character gets -1 to any single attribute of choice.|
|Geas||Appropriate role play requirements.||The character follows a very strict moral code or cultural superstition that he or she cannot break without impending fear of doom or misfortune. The specifics of your geas can be anything but must be approved by Plot. This Flaw may be taken multiple times with each purchase representing an additional moral or superstition the character follows. Failure to role play the geas appropriately can result in rules violations.|
|Hard of Hearing||Appropriate role play requirements.||The character must role play as though he or she is hard of hearing. The character cannot learn abilities based on hearing (such as Blind Fighting and Perception) and cannot call defensive powers to defend from the rear or call agility from behind, and cannot benefit from any social power that requires hearing (such as Motivate).|
|Hemophiliac||None.||The character takes an additional 2 points of bleeding damage from bleeding wounds. This Trait is purchasable up to 3 times.|
|Hypersensitivity||Appropriate role play requirements.||The character must generally role play as though he or she is extremely sensitive to pain. The character may never use any rank of Endurance nor benefit from any ability or part of an ability that would negate Pain Effects; however, effects that Nullify Pain will work as normal (such as Anesthetize). In addition, all Pain Effects that affect the character for +1 Time Interval.|
|Illiterate||None.||The character cannot read or write and cannot learn literacies, including starting literacies.|
|In the Red||Approved character biography.||The character starts the game with an additional 250,000 Units of Life Debt and in default of their payments. This flaw may only be taken once and only at character creation.|
|Light Sensitivity||Must wear eye covering and skin coverings during daylight hours.||The character is constantly affected by an Expert Pain Effect during the day, during which the character deals minimum damage with all attacks unless the character is wearing not only suitable eye protection but also covers most of their body in some type of clothing. This effect is only active during daylight hours; however, it also may be triggered when hit with bright artificial lights, such as Stadium Lights or Flashbangs. Although this is usually seen in Dasan and Xenomorphs of darker gloomier worlds, it is not unheard of for sewer-bound or other subterranean people to also show signs of this flaw.|
|Loyalty||Appropriate role play requirements.||The character chooses a specific Origin, Organization, etc. that is wide spread and prevalent in the universe. The character must role play extreme partiality towards the choice and is compelled to help/save/defend all people and things in and / or related to the choice.|
|Phobia||Appropriate role play requirements.||The character has a crippling and inexplicable fear and aversion to a single chosen thing, which must be Plot approved. In the presence of the character's phobia, the character must role play that he or she is cowering or fleeing, or otherwise extremely afraid. Failure to properly role play this can result in rules' violations. This effect can be staunched for 15 seconds through use of a Master Rank or higher effect that would negate or nullify Fear Effects.|
|Piked||Actual Stamina Score 3.||The character must choose one detrimental Pike to gain. All normal Piking Rules, including upkeep and any special rules for the specific Pike chosen, must otherwise be followed.|
|Poor Vision||Appropriate role play requirements.||The character must role play having poor vision. The character cannot learn learn abilities based on vision (such as Aim, Precise Shot, Perception, Analyze, etc.) and deals minimal damage with ranged attacks.|
|Recycled Structure||Synth with appropriate costuming to appear like chaotic or recycled parts were used to build it.||The character was (re)made from recycled scrap, making it much heavier and greatly impacting maneuverability. The character may only walk at a heal-to-toe pace, role playing as though he or she was made from extremely heavy metal parts. Strength challenges to pick up, carry, or move the target require an additional +1 higher than normal (this does not apply to powers that can move a target).|
|Speech Impediment||Appropriate role play requirements.||The character may not use any social power that requires role play time of speech to perform. The Player must role play either a stutter, lisp, or mutism.|
|Traditional||Appropriate role play requirements.||The Character must role play as a member of a particular culture to a stereotypical limit. This would include modifying the way the character speaks to accommodate an accent or poor grammar as well as having several personality quirks and even dressing entirely in cultural clothing. If a Xenomorph takes this flaw, it does not represent his or her alien culture, but instead a particular earth culture that he or she extensively studied in an attempt to better meld with them. The stereotype must be approved by plot.|
|Vertigo||Appropriate role play requirements.||The Character gets extremely dizzy, light-headed, and nauseated in various situations. Whenever the character suffers a detrimental movement effect (E.G. Knockback, Throw, and / or Trip) they take a 5 second stun that must be role played as being dizzy, light-headed, and nauseated. Additionally, the character must role play in this way when certain plot devices dictate sudden or rocky movement and perception of reality (E.G. traveling in any type of vehicle, earthquakes, entering and exiting the Drift, entering and exiting a virtual Cyberverse).|
|Weakness||Approved back story explaining the Weakness.||Choose a damage type, constituent, an ability effect type, or any other possible mechanical weakness for a character. Submit a custom ability submission form to the rules team to create a customized, role play appropriate weakness for your character based on this choice. Examples could include choosing “Heat,” “Shock,” or “Cold,” and your character taking extra damage from those damage types or constituents.|
|Weak-Willed||Appropriate role play requirements.||The character must role play being weak of will and easily influenced. The character may never use any rank of Willpower nor benefit from any ability or part of an ability that would negate Mind Effects; however, effects that Nullify Mind Effects will work as normal (such as Counsel). In addition, all Mind Effects that affect the character for +1 Time Interval.|
This table contains all of the Boons a character can possibly take. Boons are considered beneficial and will add mechanical benefits to a character, though these benefits can sometimes come with added role play challenges and costuming requirements.
|Aftermarket Upgrade||Synth|| This trait may only be taken by Synths, except for the G6 Model. Unless otherwise specified, this trait may only be earned in-game through appropriate role play and the Framework Overhaul Rebuild from the Mechanic List; however, when that Rebuild is performed for the purposes of this Trait, it does not take any Augment Slots and does not count as having been performed on the target for the purposes of having already received the Framework Overhaul Rebuild or for receiving the Framework Overhaul Rebuild in the future. The character gains two of the following options:
The character now counts as a G5 Non-Standard Model Synth and must physrep the Aftermarket Upgrade with a prop and / or additional costuming above and beyond the normal costuming required of them based on their original Synth model.
|Ambassador of the Stars||Ultimate Xeno||The Character gains a single custom ability, which must be submitted to Rules for approval. This ability is directly resultant from the heritage of your alien progenitors; as such, the ability should conceptually reflect this idea. Additionally, for this character, the normal literacy table outlined in the General Rules section does not apply; instead, what normally would be considered a "Master" Literacy is instead considered a "Basic" Literacy while the typical "Basic" and "Expert" Literacies are instead considered "Expert" and "Master" respectively. Furthermore, the character starts with Literacy (Basic): Xeno Culture (where Xeno Culture is whatever culture the Xeno originated from).|
|Ambidextrous||Actual Dexterity Score 5||The Character gains the ability to "dual wield" any one-handed weapons that they already know how to use via a Combat Path, in any combination.|
|Aquatic||Briar Fabricant, Splicer Fabricant, Drifter, or Xeno with appropriate costuming to depict living underwater (seaweed, water-based animal, and / or aquatic alien). Use of gills recommended if possible.||The character gains the Expert Swim ability and can breathe underwater.|
|Armored Hull||Deathbane or Servitor Synth with with additional armor plating costuming.||The character has been reinforced with armored plating, making it more combat worthy. The character gains +4 improved resilience that can stop bullets. This boon may be taken twice.|
|Artisan||None.||The Character gains immediate access to learn one single Craft: Category of Choice at 3AP and a corresponding Repair: Category at 2 AP each per rank. The character can learn these up to a maximum rank equal to the highest rank of Class that the character has. All normal "previous rank prerequisites" still apply.|
|Blind Hatred||Appropriate Role Play||The character becomes immune to certain ranks of Petrify Effects. The Rank of Petrify the character is immune to is equal to the highest rank of class he or she possesses.|
|Chlorolife||Ultimate Briar Fabricant||The character may consume a Biochem Component by role playing for 1 minute. Once consumed, the component card must be handed into an appropriate marshal. For 15 minutes after, the character passively regenerates 8 hit points per minute per rank of component consumed and can spend 1 Physical Power Use to excrete a topical ointment that takes 5 seconds of concentrated role play to apply to any other target, which will heal that target for 8 hit points per rank of component consumed. Proprietary Component may be used in place of Biochem Component; if it is, the numerical value healed increases to 12 per rank for the duration.|
|Darkborn||Ultimate Drifter Dasan from Earth S14||This Trait functions as per Boon: Natural Defense - Camouflage.|
|Deadeye||Actual Dexterity 5||This counts as a physical power that can only be called with numerical damage delivered by a ranged weapon or firearm. The character may attach the prefix "Perfect Aim" to any numerical damage strike delivered by a ranged weapon or firearm to automatically have that damage affect the target without having to strike the target. Ammunition is still considered expended. Deadeye has a range limit of however far OOG the physrep can actually strike.|
|Double Jointed||None.||The character gains the Expert Escape power for free.|
|Dozer||Servitor Synth.|| The character may choose up to 8 of the following abilities and gains access to purchase them at Scaling (based on Class) in order to learn them, using Strength instead of any other corresponding attribute prerequisite where appropriate. If the character has a class with access to the chosen abilities, then purchasing the chosen abilities (up to a maximum rank equal to the class the character has with those abilities available) from the following list will cost 1 less AP to a minimum of 1. Gaining a class with the chosen abilities after purchasing them from the list below will not refund any AP that would have otherwise been saved.
|Educated||Actual Intelligence Score 3|| The character chooses a single Knowledge of choice and a corresponding Knowledge Focus. The character is capable of learning this Knowledge and Knowledge Focus as if they had access to it within each appropriate rank of Class in addition to any other knowledge and Knowledge Focus purchases the character would have. All costs and other prerequisites to the ability are normal.
This Boon may be taken up to three times with each representing a different Knowledge and Knowledge Focus chosen.
|Eidetic Memory||Actual Intelligence Score 5|| The character may keep any amount of notes out of game to reference at any time he or she chooses. In addition, the character may call this on modules as a Cerebral Power use to have a marshal repeat information to the player that otherwise would have been missed by the character if the player had missed what the marshal said to begin with.
*Note* This cannot be used to memorize any crafting recipes.
|Enhanced Model||Synth with approved back story explaining the trait.|| The character may begin play with a single item integrated into their body. The item chosen may either be any equipment the character begins play with or any item with Plot permission. That item cannot be disarmed or sundered.
*Note* If the item requires a source of power, this power still must be provided as normal (your own body does not provide ample power to use the device)
|Evolution||Prodigy Fabricant.|| The Character may expend 1 extraordinary power use in order to access up to 1 unique evolution ability for 15 minutes (if Simple) or 1 hour (if Ultimate), initially chosen from the list below when this trait is gained. This trait may be taken multiple times, with each additional purchase beyond the first allowing an additional choice of unique evolution to access for the duration. Costuming requirements listed are suggestions for Ultimate only.
Bolt - The character chooses "Cold," "Heat," or "Shock" when he or she gains this evolution (*Note - other damage types may be chosen depending upon back story or how the character gains the evolution in game. Work with the plot and rules team to do this if appropriate). While evolution is active, the character may throw Power Packets that deals 12 damage of the chosen damage type. This is called as “Bolt – 12 <damage type>!” Bolt has a Surge of 5s. Suggested Costuming: veins in the hands looking like fire or ice or using EL wire to show electricity, etc.
Shield - When gaining this ability, the character choose Resilience or Agility. While evolution is active, the character gains +8 regenerating protection of the chosen type. Regenerating protection automatically heals itself at a rate of 2 points per minute. Also, while evolution is active, the chosen type will also work against bullets and ener. This is called as “Improved Resilience.” Additionally, while evolution is active, whenever the character recovers, he or she will recover +2 of the chosen type in addition to whatever else he or she would have gained during the recovery interval, regardless of whether or not Resilience or Agility was chosen to be recovered. In the event that Resilience or Agility was recovered as part of the normal recovery interval, this will stack with the normal recovery of those protections. Suggested Costuming: skin looking like rock or steel or using EL wire to show kinetic forcefields, etc.
Honed Form - Regardless of whether or not the evolution trait is active via extraordinary power expenditure, the character chooses an attribute, gains +2 actual score in that attribute. While evolution is active, the character gains +2 effective to any attribute challenge call when using any power that he or she has that utilizes the chosen attribute. This may only be chosen by Ultimate Prodigies.
Enhanced Regeneration - While evolution is active, the character heals 6 points of damage every 15 seconds and may heal up to 1 broken or severed limb every 5 minutes. If the character enters down count, this effect ceases; however, while in down count only, the character may expend 1 physical power use to heal 6. Suggested Costuming: noticeable colored veining all over body (especially exposed skin)
Unnatural Weaponry - Regardless of whether or not evolution is activated, the character has odd natural weaponry, such as unnatural claws, oddly grown appendages or sharply shaped body chitin, quantum energy “spirit” weapons, etc. (These must be physrepped by appropriate looking melee or firearm physreps). By default, these weapons count as brutal that deal +2 damage and may be swung as normal or fired with a surge of 5s (but only expend out-of-game ammunition). They may be any appropriate size based on what they represent in-game (please see physrep size chart for details). When evolution is activated, the character gains access to use his or her unnatural weaponry via a special Combat Path called Combat Path: Evol. The rank of Combat Path the character gains is Scaling based on highest rank of Standard Class. Combat Path: Mutant grants the following--
If the character is an Ultimate Prodigy, while Evolution is Active, Combat Path: Evol also makes it so damage type of Unnatural Weaponry matches that of the Bolt evolution if the character also has Bolt, Firearm-delivered surge is reduced to 1s, and Firearm-delivered attacks also have the “Bullet” damage type in addition to any damage type provided by Bolt if applicable.
Teleport - The character chooses "Cerebral" or "Physical" at the time this ability is gained. While evolution is active, by expending 1 Power Use of the chosen Power Type, the character traverses 10 steps from one location to another. The "fluff" behind this traverse, whether it is super speed or opening wormholes and jumping through, etc. is up to the player, chosen at the time this ability is purchased.
Reflection - While evolution is active, the character gains the ability to call Scaling “Reflection” based on his or her highest rank of Standard Class. Reflection has a lockout of 15s, negates any physical or cerebral attack delivered to the character, and instantly delivers it back to the original target. This costs 1 Power Use per, the type of which is the same as the type of attack defended against. The reflected attack may be defended against normally with any defense that would normally stop the initial attack.
Phantom Sense - While evolution is active, the character may deliver any aggressive, physical melee power he or she knows via power packet and expending 1 Cerebral Power Use instead of 1 Physical Power Use. While evolution is active, the character may deliver any Cerebral power he or she knows via touch or unarmed combat strike and expending 1 Physical Power Use instead of 1 Cerebral Power Use. Role play timers for abilities must still be adhered to and, in the case of Cerebrals being delivered as Physicals, in lieu of spoken role play for beneficial powers, the character must simply maintain physical contact and concentrate as per the concentration rules for the role play duration before the ability affects the target. Aggressive Cerebral affects such as Taunt or Threat may be delivered via touch in this way or unarmed melee strike instantaneously. Any powers delivered via Phantom Sense that miss the target, are naturally stopped somehow, or successfully defended against still cost the Mutant the appropriate power expenditure, unless he or she has an ability that specifies otherwise.
Shapeshift - While evolution is active, the character gains access to Scaling Disguise up to a maximum rank equal to his or her highest rank of Standard Class. Additionally, while evolution is active, the character gains +2 per rank of Disguise for opposing checks attempting to see through the disguise. Lastly, while evolution is active, the character may use his or her Disguise abilities to in-game clarify that they appear to be a specific person of choice, so long as he or she has met and spent at least 15 minutes interacting with the specific person in the past 4 hours and the Disguise costuming and makeup is a near-match out-of-game for the specific person the Prodigy is targeting.
|Extraordinary||Approved character history explaining how the Extraordinary Quality was received.||The character can submit a custom ability submission to the rules team for his or her Extraordinary ability. The Extraordinary ability is a custom ability of low power that will be mechanically balanced and add flavor to a character.|
|Faceless||Quicksilver Synth.|| The character may choose up to 3 of the following abilities and gains access to purchase them at Scaling (based on Class) in order to learn them, using either Dexterity OR Wisdom instead of any other corresponding attribute prerequisite where appropriate. If the character has a class with access to the chosen abilities, then purchasing the chosen abilities (up to a maximum rank equal to the class the character has with those abilities available) from the following list will cost 1 less AP to a minimum of 1. Gaining a class with the chosen abilities after purchasing them from the list below will not refund any AP that would have otherwise been saved.
|Gift of Oracle||All Synth Origins (Except G6).||The character is immune to all traditional pain and fear effects unless specified that it works on a Synth (such as a cyber effect version). The character takes normal damage from Heat and Cold, but takes Bane from Shock. The character counts as a QID equal to his or her highest rank of class for the purposes of the character itself (not another character) utilizing any Cyber Abilities he or she knows as well as being affected by Cyber Abilities. The character cannot be healed by any items or abilities that would otherwise heal a character unless specified that it works on a Synth. Any items or abilities that would logically not work with an organic being will not work on the character unless specified that it works on a Synth. If you are unsure about a specific ability or item, speak with a Rules Marshal.|
|Godsend||Ultimate Drifter Nephilim from Earth S14||The character is immune to all natural poisons and diseases.|
|Heightened Senses||Actual Dexterity OR Wisdom Score 5||Lockout 4 Hours. The character may invoke this trait to negate any single non-permanent physical effect that targets them up to Master Rank.|
|Heirloom||Approved character history explaining how the Heirloom was received.||The character can submit a custom item submission to the rules team for his or her Heirloom item. The Heirloom item is a custom item of low power that will be mechanically balanced and add flavor to a character.|
|Improved Hydraulics||Synth with approved back story explaining the trait.||The character naturally can perform tasks much more quickly than others. All role play timers for craft, repair, surgeries, rebuilds, or other similar types of abilities have their base time rounded down to the nearest Time Interval, to a minimum of 1 minute total, when performed by the character. This does not count as reducing the time interval and will stack with abilities that reduce the time Interval, but this is applied first. Role play timers that naturally take a normal time interval are not affected by this trait.|
|Inhuman Genetics||Ultimate Xeno with approved back story explaining the trait.|| This trait may be taken once for each choice. The character chooses one of the following and gains that ability.
It's in the Blood - The character's blood has unique properties. Choose "Healing" or "Toxic." If "Healing" is chosen, the character may spend 2 aggravated hit points and role play for 5 seconds infusing their blood into another target, healing them for 12. If "Toxic" is chosen, the character may spend 2 aggravated hit points and for 15 minutes they can throw power packets that deal 6 Bio Splash each. In lieu of spending aggravated hit points for either effect, the character may instead spend 1 physical power each so long as Ambassador of the Stars is extraordinarily active. Taking this requires the character to costume appropriately colored veining throughout their body.
It's in the Bones - The character's skeletal structure has unique properties. The character may spend 1 physical power so long as Ambassador of the Stars is extraordinarily active to gain +2 Resilience for 5 minutes. Additionally, all Resilience for this character will regenerate passively rather than needing to actively recover in order to regain the resilience at a rate of +2 Resilience per minute while this is active. Taking this requires the character to costume appropriate body protrusions or natural body armor, such as scales or bone-like spines or ridges.
It's in the Mind - The character is highly psychic, having developed incredible mind powers. This ability may only ever be used 5 times ever. By spending 1 permanent cerebral power use, spending 30 minutes of intense role playing with a target, sharing base thoughts and raw emotions, the character can generate a unique personal connection with the target permanently, called as "Mind Meld." So long as you remain within 20 feet of the target, you may permanently call "Perfect Aim Intercede" on any Mind, Fear, or Pain Effect at a cost of 1 Cerebral Power use and then defend it as though you were the target. Taking this requires the character to costume appropriately, utilizing a prosthetic of some type or another unique way to show an alien-like brow and / or large cranium.
It's in the Skin - The character chooses one of the following damage types and becomes permanently "resistant" to it: Cold, Heat, or Shock. The character may spend 1 physical power so long as Ambassador of the Stars is extraordinarily active in order to treat the chosen type as normal damage and gain an activated Threshold of 2 against the chosen type for a duration of 1 minute. Additionally, while active, any bleed or recurring damage delivered with the associated chosen damage type do not function and simply count as normal instead. Taking this requires the character to costume appropriately colored skin for most, if not all, of their body (E.G. Red/Orange/Yellow skin for Heat, Ice Blue/White skin for Cold, Electric Yellow/Electric Blue skin for Shock).
|Innate Attribute||None||Character gains +1 Attribute of choice. Taking this Trait cannot raise your total score above 7. This attribute can be taken twice and can stack with itself.|
|Inner Beast||Ultimate Splicer Fabricant.||Character gains 2 choices of +1 Attribute and a single -1 Attribute. These choices must reflect the animal chosen by the player to be spliced with. This Boon may be gained twice.|
|Innovator||Any Craft Category||The character may submit up to two custom R&D items that are "upgraded versions" of existing items on the item list to the Rules Team via the Custom Rules Submission Form. Please remember that it may take up to 3 months for the Rules Team to approve and / or modify the rules for the item. If the character already had the Inventor Boon, then only one item may be chosen to be upgraded via this Boon. This Boon may only be taken once.|
|Internal Power Supply||Synth with approved back story explaining the trait.||By expending 1 Aggravated Physical OR Cerebral Power, the character may power any item that would normally require a Power Pack for 1 Charge. The character must physrep a wire to connect appropriately.|
|In the Black||Approved character biography||The character starts the game with 250,000 Units of Life Debt already paid off. This Boon may only be taken once and only at character creation. Note, this boon can not be taken again for the purposes of the Icon Level Platform or other modifications in which would allow you to otherwise circumvent the rules regarding how many times a Boon may be chosen.|
|Inventor||Any Craft Category||The character may submit up to two custom R&D items that are brand new concepts not found on the item list to the Rules Team via the Custom Rules Submission Form. Please remember that it may take up to 3 months for the Rules Team to approve and / or modify the rules for the item. If the character already had the Innovator Boon, then only one item may be chosen to be created via this Boon. This Boon may only be taken once.|
|Iron Soul||Actual Wisdom Score 5.||Lockout 4 Hours. The character may invoke this trait to negate any single Fear, Mind, or Pain effect up to a mximum of Master Rank.|
|Knack||None.|| The character chooses a single normal Power from a single Class List the character does not possess. The character is capable of learning this power as if they had access to it within each appropriate rank of Class. All costs and other prerequisites to the ability are normal.
This Boon may be taken up to three times with each representing a different skill chosen. Multiple choices of the Knack may be skill that prerequisite each other. (E.G. The character may choose to Knack Block and then Knack Deflect)
|Linguist||Actual Intelligence Score 3.||Whenever the character gains a literacy, he or she gains one additional literacy as well. This includes starting literacy.|
|Natural Defense||Briar Fabricant OR Splicer Fabricant.|| The Character may choose a single Natural Defense chosen from the following:
Weaponry - The character chooses one of the following: Claws, Teeth, Thorns, or Talons (the choice must be RP-appropriate and represent the type of Splicer or Briar your character is) and gains access to use his or her natural weaponry via a special Combat Path called Combat Path: Choice. The rank of Combat Path the character gains is Scaling based on highest rank of Standard Class. Combat Path: Choice grants the following--
If the character is an Ultimate Splicer or Briar, then, Combat Path: Choice also allows the character to expend 1 Physical Power Use to change their damage strike to Bio for 15 seconds. Additionally, if the character is Ultimate and chose Thorns, the Surge becomes 1s.
Camouflage - The character gains access to purchase Camouflage at Scaling (based on Class) for 2 AP in order to learn the ability. If the character has a class with access to Camouflage, then purchasing it (up to a maximum rank equal to the class the character has with those abilities available) will cost 1 less AP to a minimum of 1. Gaining a class with Camouflage after purchasing it from this Trait will not refund any AP that would have otherwise been saved. Additionally, the character gains +2 per rank for defending opposition checks with Camouflage purchased from this Trait. If the character is Ultimate, then Camouflage purchased via this Trait count as an Invisibility effect rather than merely Hidden Presence and does not require any additional makeup or costuming.
Hide / Bark - The character has +6 points of Resilience and may expend 1 Extraordinary Power Use to activate a Threshold of 6 to apply to Bullet and Ener for 15 minutes. If the character is Ultimate, then while Hide / Bark is extraordinarily activated, it lasts for 1 hour instead.
Reflexes - The character has +6 points of Agility and may expend 1 Extraordinary Power Use to gain the ability to attach the prefixes "Bullet" or "Ener" to any defensive ability they have for 1 additional Physical Power Use per call for 15 minutes. If the character is Ultimate, then he or she also gets +4 Physical Power Uses and when Reflexes is extraordinarily activated, it lasts for 1 hour instead.
This Trait may be taken once for each Natural Defense subtype listed.
|Natural Leader||Actual Influence Score 5.||All temporary beneficial morale effects and temporary beneficial command effects granted by the character increase by +1 Time Interval.|
|Photosynthesis||Briar Fabricant||The character may bask in the sun (or moon if the Briar is costumed as an appropriate nocturnal plant) in a meditative-like state for 15 minutes. Doing so will generate a random number of Biochem Components up to expert rank. Similar to the scavenge ability, this must be clarified with a marshal before and after in order to obtain the components. This has a lockout of 1 hour after being performed and can only be done during appropriate hours in which the sun (or moon) is shining.|
|Piked||Actual Stamina Score 3.||The character may choose one beneficial Pike to gain. All normal Piking Rules, including upkeep and any special rules for the specific Pike chosen, must otherwise be followed.|
|Preinstalled Software||Synth with approved back story explaining the trait or a Character with Wetware Installed or a QID Device that can have the software installed on it||The Character begins play with a single Software Application installed, following all normal rules for Software. Alternatively, the player may submit an idea for a Custom Software Application via the Custom Rules submission form to create custom preinstalled software.|
|Q-Server||Instructor Synth|| The character may choose up to 3 of the following abilities and gains access to purchase them at Scaling (based on Class) in order to learn them, using Intelligence instead of any other corresponding attribute prerequisite where appropriate. If the character has a class with access to the chosen abilities, then purchasing the chosen abilities (up to a maximum rank equal to the class the character has with those abilities available) from the following list will cost 1 less AP to a minimum of 1. Gaining a class with the chosen abilities after purchasing them from the list below will not refund any AP that would have otherwise been saved.
|Stabilizers||Synth with approved back story explaining the trait||The character gains the Expert Balance ability and all detrimental movement effects will only move the character half the normal distance.|
|Survival Instinct||Splicer Fabricant||The character may expend a Physical Power Use to take a 10-step traverse.|
|Taking Initiative||None||The character gains +1 Death & Taxes Action Points. This trait can only be gained once.|
|Toughness||Actual Stamina Score 5||The Character gains +6 hit points and +2 natural resilience.|
|Training||None||The character gains two effective +1 Attributes which can stack with each other. This trait can only be gained once.|
|True Egotism||Appropriate Role Play||The character becomes immune to certain ranks of Charm Effects. The Rank of Charm the character is immune to is equal to the highest rank of class he or she possesses.|
|Warborn||Deathbane Synth|| The character may choose up to 3 of the following abilities and gains access to purchase them at Scaling (based on Class) in order to learn them, using either Stamina OR Strength instead of any other corresponding attribute prerequisite where appropriate. If the character has a class with access to the chosen abilities, then purchasing the chosen abilities (up to a maximum rank equal to the class the character has with those abilities available) from the following list will cost 1 less AP to a minimum of 1. Gaining a class with the chosen abilities after purchasing them from the list below will not refund any AP that would have otherwise been saved.
|Warrior Spirit||None|| The character chooses a single Combat Path: Specific, which can be any Combat Path of choice. The character is capable of learning each rank of this Combat Path as if they had access to it within each appropriate rank of Class. All costs and other prerequisites to the ability are normal.
This Boon may be taken up to three times with each representing a different Combat Path chosen.