§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
§2 Trait Registry
Combat
Brutal
COMBATAfter rolling a crit, roll the crit bonus at Advantage. This has priority over Cybernetic Skeleton severance resistance.
Colossal
COMBATYou weigh at least twice as much as anyone without this Trait. You cannot be knocked back by those without it.
Hardy
COMBATWhen you convert Endurance to Grit, you gain double the amount of Grit (e.g. 1 Endurance → +2 Grit).
Persistant
COMBATThe first time you reach 0 Bio in a session, your Bio is set to an amount equal to your RSIL.
Predatory
COMBATFear 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.
Provocative
COMBATYou 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.
Flexible
COMBATGood luck holding you down. Any attempt you make to escape a grapple, pin, or restraint is made at Advantage.
Stubborn
COMBATAdd +1 to your Grit per level of WILL you have.
Tanky
COMBATAdd +1 to your Bio per level of RSIL you have.
Unstoppable
COMBATHeavy equipment does not slow you like it should. Reduce each con imposed by armor and equipment by 1 to a minimum of 0.
Violent
COMBATYour 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.
Tactical
Coordinated
TACTICALAny 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.
Proficient
TACTICALWhile positioned on Cover, reloading is a Bonus Action regardless of weapon type.
Quick
TACTICALIncrease any movement you make by up to 2m per instance.
Skilled
TACTICALTake an extra Skill, combat or non-combat.
Trained
TACTICALTake an extra Technique.
Technical
Embedded
TECHNICALYour 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.
Shrouded
TECHNICALYour cybernetics cannot be detected with a Scan unless your firewall is Compromised.
Social
Addict
SOCIALThe effects of any consumable drug (including alcohol and tobacco) are doubled for one round after you consume one.
Celibate
SOCIALYou are entirely immune to the effects of Intrigue, however, you cannot apply Intrigue to others either.
Dominant
SOCIALAny 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.
Lucky
SOCIALFor as many times per session as you have points in COOL, re-roll any failed non-combat check at Disadvantage.
Magnetic
SOCIALYour 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.
Masochistic
SOCIALYou 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.
Resolute
SOCIALYou 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.
Sadistic
SOCIALYou 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.
Silver-Tongued
SOCIALYou 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.
Treacherous
SOCIALYou can use your GILE roll modifier in place of your INTM modifier when making the respective rolls (including face-offs).
Uncanny
SOCIALSomething 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.
Unforgettable
SOCIALYou 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.