Traits
When creating a new character you can chose 2 Traits from Traits list.
- Fast Metabolism:
Your metabolic rate is higher than normal, but you are less resistant to bleed. You get +10 healing rate, and -10 bleed resistance.
- Bruiser:
A little bit slow, but a little bigger. You may not hit as often, but they will feel it when you do! Your AP regen is lowered as though you lost 3 agility, but your Strength is increased by 2.
- Small Frame:
You are not quite as big as the other ordinary man, but that never slowed you down, You are more likely to be knockd down ( rolls -2), but you have 1 more Agility.
- Finesse:
Your aimed attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits. +10% critical chance with aimed shots, +30 DR for your targets when you aim.
- Kamikaze: (WIP)
By ignoring enemy fire you are less susceptible to suppressive attacks, but more vulnerable to aimed shots, Each bullet is 30% less likely to suppress you, but you have no Armor Class.
- Heavy Handed:
You swing harder, not better. Your attacks are very brutal, but you lack finesse. You gain +20 Melee Damage, but lose 1 Agility
- Fast Shot:
You shoot faster than most, but that doesn't mean you always hit the target. Attacks cost 10% less action points, but your maximum hit chance is 90% instead of 95%
- Jinxed:
The good thing is that everyone around you has more critical failure in combat, the bad thing is so do you!
- Dead Man Walking:
Like rasputin, it takes a lot to finally finish you off. Your hit points can drop to twice the negative value before you finally die, but your maximum hit points are reduced by 20.
- Lizard Limbs:
150 years of radiation has gifted you with a strange and lizard like mutation. Your limbs have 40$ chance of spontaneously rege4nerating every 15 seconds, but your normal healing rate is capped at 5.
- Skilled:
Since you spent more time improving your skills than a normal person, you gain 5 additional skill points per level. The tradeoff is that you do not gain as many extra abilities. You gain a perk every four levels.
- Drug Dealer:
You're a dealer, not a user. Your healing drugs are 50% more effective, but if you use them for yourself, they cost you twice the AP.
- Four Eyes:
You require optical aid in order to see properly. Your Perception is reduced by one, but the effect of scopes, and binoculars is doubled, enabling you to see farther.
- Altruist:
Your unselfish concern for others may be detrimental to yourself, but it benefits the group. You get +2 Ch for determining leadership boosts for others, but -3 CH for applying them to yourself.'
- Blind luck:
Like fortuna you are blind to traps. Maybe that's why you have her blessing: You get -3 to traps detection range, but you have a 50% chance of avoiding effects of any trap (including damage)
- Gifted
You have more innate abilities than most, so you don't spend as much time honing your skills. Your primary statistics are each +1, but you get no tagged skills