Characters > Traits
Each Trait offers a Passive bonus to your Character and can also benefit multiple Skills at the same time. These are the most comprehensive bonuses you can get for your Character, but the downside is that these bonuses depend on random dice rolls, making them generally smaller and less dependable than Skills. By contrast, Skills only benefit a single group of actions, but provide larger, guaranteed bonuses you can rely on every time. Below are descriptions of each Trait, what benefits it offers and which Skills benefit from what Traits.
Making Tests
For full descriptions and rules about making tests, see the Tests page. Below is a brief description.
- Whenever a test is made, you always roll 5 D10 dice, regardless of Skills or Traits.
- All Skills can use 2 different Traits, whichever is higher. Each die that comes up as your best Trait or less is “a success” which gives +2 Score. Rolling too high is “a failure” which does nothing.
- For example: Making a Stealth test requires us to roll dice on either Acuity or Agility
- If our Acuity is 4 and our Agility is 6, then we need to roll 6 or less and each die that does so gives us +2 Score. This is because 6 is our best Trait rank for the Stealth Skill we are testing on.
- If our 5 dice came up: 1, 4, 7, 9, 0 (0 is considered to be 10) and we need to roll 6 or less, we would have a Score of 4. This is because only 2 dice rolled 6 or less and we get +2 per die.
Building Traits
For full descriptions and a guide on how to build a new Character, see the Character Creation page. Below is a brief description.
- All Traits start at 0 for a new Character.
- The maximum rank of any Trait is always 9. This means a die resulting in of 0 or 10 (depending on the dice you use) will always fail, so success cannot ever be guaranteed.
- If you have multiple Skills using the same Trait, consider prioritizing that Trait over others, since it benefits multiple Skills at the same time.
- Alternatively, you can choose the Traits with the best Passive bonuses for your Character.
Traits and Passives Table
Trait | Acuity | Agility | Instinct | Resolve | Strength |
---|---|---|---|---|---|
Passive | Perception Range | Move and Initiative | Stamina | Health | Carry |
0 | 5m | 15m / +0 | 30 | 30 | 5 |
1 | 10m | 20m / +1 | 40 | 40 | 10 |
2 | 15m | 25m / +2 | 50 | 50 | 15 |
3 | 20m | 30m / +3 | 60 | 60 | 20 |
4 | 25m | 35m / +4 | 70 | 70 | 25 |
5 | 30m | 40m / +5 | 80 | 80 | 30 |
6 | 35m | 45m / +6 | 90 | 90 | 35 |
7 | 40m | 50m / +7 | 100 | 100 | 40 |
8 | 45m | 55m / +8 | 110 | 110 | 45 |
9 | 50m | 60m / +9 | 120 | 120 | 50 |
Skills and Traits Table
Every Skill can benefit from 1 of 2 different Traits; whichever is higher. Because there is always a choice of what Trait to invest in for a given Skill, you can build your Character to overlap their Traits and save Character Points, or choose the Traits with the best Passives. The table below shows which Traits can be used by what Skills.
SKILL | TRAIT 1 | TRAIT 2 |
---|---|---|
(ACADEMIC) | ||
Biology | Acuity | Resolve |
Chemistry | Acuity | Resolve |
Technology | Acuity | Resolve |
(COMBAT) | ||
High-Caliber | Agility | Instinct |
Rapid-Fire | Instinct | Strength |
Special | Agility | Strength |
(GENERAL) | ||
Awareness | Acuity | Instinct |
Endurance | Resolve | Strength |
Social | Acuity | Resolve |
Stealth | Acuity | Agility |