Traits

Traits, like Feats, have a positive effect, but they also have a negative one to balance it. Characters can have one, two, or zero Traits. Humans have the option of choosing a third Trait.

1. Beta Software:
You gain two additional Skill Points per level but your movement speed is halved. (Robot only.)

2. Bruiser:
+2 Melee Damage, -2 Initiative.

3. Built to Destroy:
Critical Hit chance is increased by 1 (20 becomes 19-20, 19-20 becomes 18-20, and so on), but the chance of a weapon breaking also increases by 1 (1-2 instead of 1).

4. Chem Reliant:
The DC to resist addiction is increased by 5, but the effect period is doubled. (Robots can’t take this trait.)

5. Chem Resistant:
The DC to resist addiction is decreased by 5, but the effect period is halved. (Robots can’t take this trait.)

6. Claustrophobia:
You gain +1 to all ability scores while outdoors, but suffer -1 to all ability scores while indoors.

7. Early Bird:
+2 to all skills in the morning (6:00 AM-11:59 AM), -2 to all skills at night (8:00 PM-5:59 AM). (Robots can’t take this trait.)

8. EMP Shielding:
+DR 2 vs energy-based attacks , but your Agility suffers a -2 penalty. (Robots only.)

9. Fanatic:
You gain a +2 species bonus to Perception, but incur a -2 penalty to Charisma.

10. Fast Metabolism:
Your healing hate increases by 1, but saves against poison and radiation receive a -2.(Robots can’t take this trait.)

11. Fast Shot:
+2 to attack rolls with shotguns, assault rifles, flamers, slings, and other ranged weapons, -2 to attack rolls with pistols, sniper rifles, bows and thrown weapons.

12. Feral Kid:
Your range with thrown weapons (such as knives, grenades, ect.) is doubled and your speed is increased by 10 feet, but skill points you put into Speech, Barter or Appraise are halved.

13. Finesse:
-2 to damage to all attacks, +2 to attack rolls for purposes of threatening an enemy and determining critical hit results.

14. Four Eyes:
-2 to the Spot and Scavanging checks when not wearing glasses, but wearing glasses gives you a +2 bonus to Spot and Scavanging checks.

15. Gifted:
You gain a +1 bonus to all ability scores, but you gain 1/2 the amount of skill points you are supposed to at level one and every level thereafter (to a minimum of 1).

16 Good Natured:
Trade the Simple Weapons Feat for any non-combat feat you qualify for.

18. Ham Fisted:
+2 to Melee attacks, but -1 to Sience, Craft, Explosives, Repair, Sleight of Hand and Medicine skill checks.

19. Heavy Handed:
+2 to damage Melee attacks, -2 to attack rolls for purposes of determining critical hit results.

20. Hoarder:
Your carrying weight is increased by 50 pounds, but suffer a -1 to all abilities when carrying less than a light load.

21. Hot Blooded:
When your health drops below 50%, you do +2 more damage, but you also suffer -1 to your Agility and Perception ability scores.

22. Jinxed:
The chance for you, your party, and anyone you else in combat with or against you to roll a critical miss is increased by 1 (1-2 instead of 1).

23. Kamikaze:
You gain a bonus +4 to Initiative rolls, but no Dexterity bonus to Defense.

24. Loose Cannon:
+1 Attack Roll for thrown weapons, but your range for throw weapons (guns, knives, grenades, ect.) is halved.

25. Night Person:
+2 to all skills when the sun goes down (6:01 PM-6:00 AM), -2 to all skills when the sun is up (6:01 AM-6:00 PM). (Robots can’t take this trait)

26. One-Hander:
+2 to attack rolls with 1-handed weapons, -2 to attacks with 2-handed weapons.

27. One In a Million:
+2 to attacks to confirm critical hits, +1 chance for weapon to break(1-2 instead of 1).

28. Red Scare:
+1 to the Spot, Search, and Sense Motive skills, but a -2 to attack rolls.

29. Skilled:
You gain double the amount of skill points whenever you level up, but you gain a feat at one level higher than you usually do.

30. Small Frame:
+2 Agility but you are considered size lower for carry weight.

31. Targeting Computer:
+2 to attack rolls, but -2 to Initiative.(Robot only)

32. Tech Wizard:
+1 Computer Use, Repair, Craft, but -1 to Scavange.

33. Tight Nuts:
+2 DR vs all attacks, but DCs to repair are increased by 5.(Robot only)

34. Trigger Discipline:
-2 to attack rolls with shotguns, assault rifles, flamers and slings, +2 to attack rolls with pistols, sniper rifles, bows and thrown weapons.

35. Cyro Skin:
+2 DR, but -3 to all Charisma-based checks and anyone within 10 feet of you suffers a -2 penalty to all skill checks.

Traits

Cyro Corp. Room 3B kartoffelgesicht