SYN//ARCHIVE/FILE P-03/TRAITS/UTILITY

Trait Registry

What you already are, before the chrome. Traits cost no XP themselves — only the stats they demand — and they compete with cybernetics for ten shared slots.

§1 How Traits Work

You can take up to 10 traits, but these slots compete with Cybernetics. Traits themselves do not cost XP to take — however, the stats required to take them cost 5 XP per level. A trait that requires BODY +2 costs 10 XP.

Because Traits require Core stats (Body, Movement, Cool, Intelligence, Reflexes, Tactical, Technical, and Social) you can invest in any sub-stats you'd like so long as the total of the sub-stats matches the total required by the trait. For example, a trait that requires BODY +2 can be acquired if you take any combination of 2 levels in: ENDR STR RES ATH

CALIBRATION NOTICE Requirement thresholds shown as #+ PENDING are still being calibrated by the records office. The required core stat is locked; the exact level is awaiting the next release.

§2 Trait Registry

Combat

Brutal

COMBAT

After rolling a crit, roll the crit bonus at Advantage. This has priority over Cybernetic Skeleton severance resistance.

REQUIRES: COOL#+ PENDING

Colossal

COMBAT

You weigh at least twice as much as anyone without this Trait. You cannot be knocked back by those without it.

REQUIRES: BODY#+ PENDING

Hardy

COMBAT

When you convert Endurance to Grit, you gain double the amount of Grit (e.g. 1 Endurance → +2 Grit).

REQUIRES: BODY#+ PENDING

Persistant

COMBAT

The first time you reach 0 Bio in a session, your Bio is set to an amount equal to your RSIL.

REQUIRES: BODY#+ PENDING

Predatory

COMBAT

Fear is a tool you wield with precision. When you apply Fear to a target, they also gain a level of Intrigue toward you. You can still only apply each condition up to their respective maximums.

REQUIRES: COOL#+ PENDING

Provocative

COMBAT

You are exceptionally good at getting under people's skin. Your Taunt Free Action now forces a WILL check from the target (DC equal to your PRFM + 5). On a failure, the target must attack you on their next turn if they are able to, elsewise make attacks against other targets at Disadvantage.

REQUIRES: COOL#+ PENDING

Flexible

COMBAT

Good luck holding you down. Any attempt you make to escape a grapple, pin, or restraint is made at Advantage.

REQUIRES: REF#+ PENDING

Stubborn

COMBAT

Add +1 to your Grit per level of WILL you have.

REQUIRES: INT#+ PENDING

Tanky

COMBAT

Add +1 to your Bio per level of RSIL you have.

REQUIRES: BODY#+ PENDING

Unstoppable

COMBAT

Heavy equipment does not slow you like it should. Reduce each con imposed by armor and equipment by 1 to a minimum of 0.

REQUIRES: BODY#+ PENDING

Violent

COMBAT

Your most grievous hits tend to strike fear into your foes. When you land a Critical Hit with a Melee weapon, all enemies with line-of-sight in Medium distance must succeed a WILL check against a DC equal to your Intimidation + 10. If they do not pass the check, they receive a level of Fear toward you.

REQUIRES: COOL#+ PENDING

Tactical

Coordinated

TACTICAL

Any time you notice something on the Tactical Map with a successful TRCK or PERC check, the location and any relevant information about that thing is instantly shared with the rest of your team.

REQUIRES: TACT#+ PENDING

Proficient

TACTICAL

While positioned on Cover, reloading is a Bonus Action regardless of weapon type.

REQUIRES: TACT#+ PENDING

Quick

TACTICAL

Increase any movement you make by up to 2m per instance.

REQUIRES: MOV#+ PENDING

Skilled

TACTICAL

Take an extra Skill, combat or non-combat.

REQUIRES: INT#+ PENDING

Trained

TACTICAL

Take an extra Technique.

REQUIRES: TACT#+ PENDING

Technical

Embedded

TECHNICAL

Your cybernetic weapons are embedded within you. You can draw and stow them as a Free Action. They are not detectable without a proper Scan while retracted.

REQUIRES: TECH#+ PENDING

Shrouded

TECHNICAL

Your cybernetics cannot be detected with a Scan unless your firewall is Compromised.

REQUIRES: TECH#+ PENDING

Social

Addict

SOCIAL

The effects of any consumable drug (including alcohol and tobacco) are doubled for one round after you consume one.

REQUIRES: COOL#+ PENDING

Celibate

SOCIAL

You are entirely immune to the effects of Intrigue, however, you cannot apply Intrigue to others either.

REQUIRES: INT#+ PENDING

Dominant

SOCIAL

Any time you make a WILL, INTM, or PERS check, add a + modifier equal to the sum of every current level of Fear and Intrigue you have applied against all targets.

REQUIRES: SOC#+ PENDING

Lucky

SOCIAL

For as many times per session as you have points in COOL, re-roll any failed non-combat check at Disadvantage.

REQUIRES: COOL#+ PENDING

Magnetic

SOCIAL

Your presence draws eyes whether you want it to or not. When you enter a scene, NPCs who are not actively hostile become aware of and curious about you. You make your first PERS, SDUC, or PRFM check against each individual with a bonus equal to your SOC.

REQUIRES: SOC#+ PENDING

Masochistic

SOCIAL

You enjoy receiving a little pain and torment. Using an Action and a successful WILL check you can convert your current levels of Fear into levels of Intrigue. You cannot exceed the Intrigue limit, however, and will remain as Fear.

REQUIRES: COOL#+ PENDING

Resolute

SOCIAL

You are not easily shaken. Once per session you can clear your mind using a Bonus Action. Reduce your levels of Fear and Intrigue by a number equal to your WILL.

REQUIRES: INT#+ PENDING

Sadistic

SOCIAL

You enjoy dishing out a little pain and torment. Using an Action and a contested INTM check against a target's WILL, you can convert that target's current levels of Intrigue toward you into levels of Fear. They cannot exceed the Fear limit, however, and will remain as Intrigue.

REQUIRES: COOL#+ PENDING

Silver-Tongued

SOCIAL

You know how to walk a lie backwards. When a GILE check fails, you may immediately attempt a PERS check at the same DC to reframe the situation before the target realizes they've been deceived. You may do this once per scene per target.

REQUIRES: COOL#+ PENDING

Treacherous

SOCIAL

You can use your GILE roll modifier in place of your INTM modifier when making the respective rolls (including face-offs).

REQUIRES: COOL#+ PENDING

Uncanny

SOCIAL

Something about you has grown more unsettling over the years. Add as many points as you have in COOL to all rolls involving intimidation, and pick a physical characteristic to focus the effect on.

REQUIRES: COOL#+ PENDING

Unforgettable

SOCIAL

You leave a mark that doesn't fade. The maximum Intrigue or Fear any single target can hold toward you is increased by 1 above its normal limit.

REQUIRES: SOC#+ PENDING