There are 541 community traits
5IREPROOF: The number 5 personally despises you, and the feeling is mutual. If the total of your roll is exactly 5, you may roll again and take the first result that isn’t a !@#$ 5. If the total of your roll is exactly 10, do the same, because a 10 is just two 5s in a trenchcoat.
ABOMINABLE: You’re an experiment gone horrifically wrong (or horrifically right) that can change between a humanoid and monstrous form. Describe your monstrous identity and roll 1D6 to determine your CHOKE score for PEEP THE HORROR. Whenever you PEEP THE HORROR, your true form is revealed and your stats are modified as follows: Max HP is multiplied by 1.5 rounded down, ARMOR starts at 0 but may be increased by spending WAR DICE (or eating your teammates), and DAMAGE equals 1D6+ your number of character traits. While in your monstrous form you’re not exactly in full control, and the other players and the referee will decide on something irrational you must do before the scene ends. You revert back to your humanoid form at the end of the scene.
ABSORB: You have a highly advanced suit that can redirect kinetic energy. Whenever you take damage, even if nullified by ARMOR, mark a triangle on your sheet. When you hit a target with a melee attack, you may consume your triangles to add that much to your attack's damage.
ACCEPTANCE: It doesn't matter what they say, your belief never wanes. For without love, it cannot be seen. Choose a concept or ideal to believe in that can be summarized within a sentence (for example: "Redemption is always possible.", "Magic is never fake." or "I am a witch!"). You will always believe in this mantra and your faith will never falter. Anything which would challenge or apply to your mantra will always end in the favor of your belief.
ACCESSORY: your consciousness is tied to a wearable accessory. Whenever something wears the accessory, alive or dead, your consciousness inhabits it. living things that do this have their own consciousness immediately destroyed, and removing the accessory from a living thing that you are inhabiting effectively kills it. when you inhabit a new body, work with the referee to determine what your new stats, traits, and inventory look like. any traits or stats you obtain through character creation and advancement are intrinsically tied to you, and manifest on anything you inhabit.
ACROBAT: You can do feats of acrobatics, such as backflipping or diving over a barrier, without rolling the dice. If it’s something particularly difficult, such as doing cartwheels to avoid machine gun fire or diving through the crevice of falling rocks, you do so, but you’ll be rattled - the next time you would take DAMAGE, double it.
ACROBAT: You can tumble and twirl through the air with ease, crossing great gaps, rising to greater heights, without rolling. If attacked while navigating an exceptional height (flipping off a cliff onto a moving train, swinging across a suspension bridge, you always stick the landing but injure yourself in the process. Roll +REFLEXIVE to see the severity of the injury.
ACME: Up to three times per mission, you can get any base weapon or gadget mentioned in the FIST Ultra rulebook delivered to your location in 30 seconds by using a communications device - any communications device. However, use of that weapon or gadget always requires a roll, and any roll of 7+ with it is always a partial success, never full or ultra success. Rolling a failure comically explodes the object without doing you any harm. Once per mission, you can paint a tunnel on a surface and go through it. Nobody can follow you - it's a painting, remember?
ADAPTABILITY: You have raised various attributes to ensure your survival, increasing your agility and resistances. You can always find the time to use items quickly in a fight. You take +2 on rolls to dodge incoming damage, but you receive double damage on a failure from being left exposed by your poor timing.
AERO: With a deep breath, you can inflate the helium sacs surgically implanted throughout your body and float up to a maximum of 20ft for as long as you can hold your breath. You’re very popular at parties. Being an airhead (literally) also makes you less susceptible to mind control by the simple fact that there’s just less mind there to control.
A.I.: you have an artificial intelligence implant in your brain, providing crucial intel on the fly, roll +TACTICAL when utilizing this information. It also has a primary function, pick a trait it excels in with the relevant gear but not the associated attributes.
AMALGAM: You’re a mish-mash of multiple concepts. Pick a second role (or roll for it). Whenever you advance, pick another. If you take 4+ DAMAGE in a single hit, you lose one of your roles, unless you only have one.
ANIME: You’re a living anime character, with a striking art style to match. When you take this trait, declare the genre of anime you’re part of (such as mecha, shonen, slice of life, etc). When you roll to do something risky that follows a cliche from your genre, roll 3D6 and keep the best two. When you roll to do something risky that defies a cliche from your genre, roll 3D6 and keep the worst two.
ANTAGONIST: The story has deemed you important. You are a force of misfortune, a thorn in the side of the ‘heroes’ of the world. You can spend WAR DICE to subtract from a roll rather than add to it—but the minimum result must still be 1.
ANTIMEMETIC: You emanate an anti-psychic field that causes physical pain to everyone around you. Most people will experience mild headaches in your presence, and your mind cannot be read by psychics. In addition, you may attempt to overload the mind of one person with this field and cause their head to explode by rolling +TACTICAL. If you fail this roll, your head explodes instead.
ANTI-MIDAS: You've got money to burn, quite literally. Coins, bills, credit cards, cheques, gems, precious metals, or any other form of abstract worth gives off a dull throbbing pain at your touch. You may obliterate any of these (by throwing, touching, crushing, or staring) to create force equal to its abstract value, as determined by the GM. A quarter is about equivalent to a gunshot, whereas a loaded credit card is closer to several tons of tnt.
APPROVAL: CYCLOPS really needs to adhere better to industry codes. Once per mission, if you can find a fault with a structure or object in the mission area, such as a missing guard rail or not being wheelchair accessible, you can call in an inspection team that will draw attention away from you and your team.
ARCHER: You have an inexplicably, inexhaustible quiver of trick arrows that produce non-lethal and environmental effects (e.g., snare someone in a net, shrink a vehicle and everyone inside). With a successful attack roll describe what the effect is in lieu of dealing damage.
ARITHMANCER: When you roll for a risky action, you may choose to multiply the dice values instead of adding them to determine the total value. Your next roll for a risky action may not utilize this TRAIT and suffers a -1 penalty:
ASTHMA: You have a customized inhaler that gives you a boost of strength when you use it. Choose one of the following for whenever you use your inhaler: 1). +2 to the next attribute you roll, 2). +2 ARMOR the next time you would take DAMAGE, or 3). Immunity to the next breathing based effect you would suffer. If you roll the dice to do something risky involving stamina and endurance and you don’t have your inhaler, roll 3D6 and take the worst two. When you advance, you may choose to take another bonus for using your inhaler instead of taking one of the usual advancement rewards.
AUDACITY: Confidence allows all kinds of things that wouldn't be possible otherwise. Make all checks in secret. The Referee can demand to see the hidden roll - if it matches what you claimed, gain a +1 to your next roll. If you were lying then all the karma your bluster has sidestepped comes crashing down at once and a crazy-unlikely event occurs, doing 3D6 damage.
AUTHORITY: You exude authority, and the lowest-ranking members of any hierarchy are eager to win your approval. At any time, you can raise your badge at any non-boss NPC and roll FRC, choosing two of the following on a success, or one on a partial success: - They drop an item from their inventory - They must make a Choke roll (pg. 90) - They leave you alone and stop asking questions - They answer two questions as honestly as possible Regardless of success, after you show someone the badge, that person cannot be affected by this trait again for the rest of the mission.
AVERAGE EVERYDAY NORMAL PERSON: Despite what your momma always said, you’re nothing special. You can take this trait more than once. If you ever acquire another trait -- except for BLAND, HAPLESS, or AMATEUR -- you immediately lose all instances of this trait.
BACKGROUND: You have a way of blending in with the scenery. When lying or bluffing to convince rank-and-file people (e.g. CYCLOPS grunts or privates in a hostile army) that you’re supposed to be where you are, roll 3 dice and keep the highest two. Additionally, once per mission when the ref narrates a scene without you in it, you may declare that you’re actually there unnoticed. If it’s particularly improbable that you’d be in a given situation, there will be a complication- the ref will tell you what.
BACKUP: your job is to let the others shine, and you're fantastic at it, able to pivot and adjust to make sure things go smoothly for the band. nobody except your die hard fans can actually remember your name though. Whenever you donate WAR DICE to other player characters, you both get +2 to your next rolls after the WAR DICE roll.
BAG: you possess a small object (e.g., briefcase, backpack) that links to an extra dimensional space that you have no control over. At the start of each mission, five random items appear in the space (determine what they are). These items replace anything currently stored in the space. you may use an item to gain +1 on a single die roll. items removed from the space disappear within one minute or after use.
BAIT AND SWITCH: During a fight, you may teleport anywhere within eyeshot, and a stone statue (4 hp, 1 armor) will be created in your place, in the exact same position as you were. You cannot do this again until your statue is destroyed.
BARBECUE: The ghost of the Roman gourmand, Marcus Gavius Apicus, has taken to haunting you. He's sort of depressing, but his constant criticism has significantly elevated your cooking. If you take an hour to carefully prepare a meal, everyone who eats it recovers +2 HP.
BANGLED: Gold is your color, darling, and you're positively dripping in it. You jingle when you walk; your chains, bracelets, brooches, and other aurelian adornments glisten even in the light of a single fading streetlight.
BEASTMASTER: you have a trained combat pet that fights and grows alongside you. Your pet’s HP is equal to half your own, rounding down if needed. If killed you can train a new pet from your menagerie between missions. This trait can be taken twice, and you either gain a second combat pet, or your pet grows to be larger and more deadly.
BEHEMOTH: You are a fledgling colossal monstrosity, destined to herald unfathomable ruination in its wake. Describe the form which your destructive implement takes (horns, claws, radioactive breath etc.). Due to your size, you can’t benefit from any armor you equip, and any attempts to hide or blend in with your surroundings will always fail. However, any rolls you make to destroy a structure with your destructive implements are always one degree of success higher.
BEHOLDER: There’s a certain kind of beauty in your eyes that leaves your audience utterly enthralled. Once per session, you may activate your powerful glare. Anyone looking directly at your eyes becomes immobilized, unable to do anything other than be hopelessly transfixed by you. Whenever you take damage while your glare is active, you must roll +FORCEFUL to maintain the glare. The effects of your glare end when you fail the roll, or when you choose to deactivate it.
BINARY: You're computer code made manifest. You cannot roll full or ultra successes and must reroll them until you get a partial success or failure. Count all partial successes as ones and all failures as zeros, writing them down until you have six numbers. If you have more ones than zeros, your next roll becomes an OMEGA SUCCESS, a success that can turn the tables in even the most dire of situations. If you have more zeros than ones, your next roll will become an OMEGA FAILURE, which can absolutely ruin even the most perfectly executed plans. If you have an equal amount of zeros and ones, treat your next roll as an ultra success.
BIONIC: You have an advanced bionic limb that can be tricked out with weird gadgets. Before the start of a mission, describe the unique tool you have installed in this limb for this mission, such as a drill, a 3D hostile radar, or a rocket-propelled punch. Once per mission, you may dismiss your current gadget and swap it out for something else. You cannot benefit from this trait if this limb is damaged or destroyed, only being able to use it once you repair or replace it.
BLAND: you are the least memorable person anyone has ever met. people forget what you look like and sound like within seconds after leaving your presence. they will remember topics you discuss with them (e.g., dates, facts), but they will not associate them with you.
BLOOD MAGE: Once per session you may imbue yourself with the blood of a fallen enemy to gain a bonus to a stat or gain back 2D6 of health. For the rest of the session you may add a +2 modifier to one type of roll (once you apply the +2 to an attribute it may not be changed until you use this ability again next session). You must also harm yourself by 1D6 to gain the stat bonus.
BLOW: Your lungs have a much grander capacity than normal, allowing you to hold your breath for up to one hour. Additionally, once per mission, you can take a deep breath and roll +FORCEFUL to attempt to knock back all loose objects and characters in front of you.
BLUNDER: You have an immaculate ability to fail so hard that it actually ends up helping you out. Whenever you roll a failure, the consequences will be so comically terrible for you that the collateral damage will actually help you out in an indirect way. The referee will decide how.
BOX: You are one with the cardboard, and the cardboard is one with you. At any time you may deploy your trusty cardboard box and hide under it. Enemies will not move the box and, as long as you remain still, you will go unnoticed. Roll CRE to deploy your cardboard box onto a nearby enemy's head, blinding them until it is removed.
BRAMBLE: Your body is a walking husk, inhabited by a clump of thorny, writhing vines. When you grab onto something, it is very difficult for you to be forced to let go. Additionally, once per mission, you can open up to reveal your true self, dealing 2 DAMAGE to every enemy in the area as thorns fly in all directions.
BREATH: Your chest glows with dragonfire. When you take this trait, select an element of dragonfire from the table on p. 31. You can breathe that element at any time- however, if you haven’t exhausted its uses by the end of the mission you’ll explode as the flame trapped within you bursts outward.
BREW: You may deploy your portable cauldron once per mission to create a concoction. In order to produce a specific potion (you can choose from the list below or negotiate a custom effect with the referee), you must acquire three integral but difficult-to-reach components. The referee will tell you what and where the components are; they are usually scattered throughout the mission area.If you are unable to find all three, you can still brew something, but you roll 1D6 to determine what kind of potion it is. 1. Concoction immediately explodes, roll +RFX to avoid 4 DAMAGE 2. Health (+1D6 HP, consumable) 3. Harm (1D6 DAMAGE, consumable) 4. Courage (gain 1 WAR DIE, consumable) 5. Love (drinker falls in love with you, consumable) 6. Polymorph (drinker transforms into a small animal for 30 minutes, consumable)
BUFFOON: You manage to make the most of a situation when you’re making a mess of the situation. Rolling Snake Eyes (two 1s) on a roll counts as an Ultra Success. While you are not wearing any armor, you count as having ARMOR equal to the number of your stats that are negative.
BUG-CATCHER: You are specially equipped for dealing with magical foes. Once per mission, when a spell or magic ability is used against you, you may capture it. The spell becomes a one use item in your inventory, which disappears at the start of the next mission if left unused.
BULLY: You know how to push people's buttons. You do not need to roll the dice if you attempt to make a person upset or angry. If you want to agitate a large group of people, you do so, but you'll end up getting caught in the crossfire, the referee will tell you how.
BULWARK: You are a paragon of restraint and protection. At the start of every mission, gain 1D6 MAX HP. This bonus HP disappears for the rest of the mission if you attempt to deal DAMAGE to anyone intentionally. Every mission that you go without attempting to harm a single being, add +3 MAX HP to this bonus.
BUST: Any sufficiently ridiculous amount of bludgeoning damage is indistinguishable from piercing damage. In unarmed combat, you may take the highest die for piercing damage, and on kill, you may deal 2d6 damage to anyone behind your target, however you refuse to deal in any sort of firearm whatsoever.
BUTTERFLY: It’s funny how things work out. Once per mission, you can choose to have an extraordinarily unlikely set of circumstances or coincidences resolve any one challenge, obstacle, or situation--within reason--that you are personally involved in. Afterwards, the referee will tell you what you need to do in the past to make sure these circumstances arise; the greater the magnitude of the resolution, the more difficult the setup becomes. Failure to do so will result in a time paradox and the subsequent erasure of your personal timeline as time repairs itself.
BUTTERFLY: You see the world in never-ending strings of cause and effect, and possess the ability to nudge fate in your favor. You may observe any event or object and get a rough estimate of how it might influence the future without your intervention. Additionally, once per mission, you may twist fate in a situation by stating what immediate future you want to nullify, such as stopping a bullet from killing a friend or stalling the villain's kill-switch. Note that your intervention will still cause a new butterfly effect to occur, of which the nature of this new future is decided by the referee.
CALCULUS: You are able to predict what physical moves the people around you are about to make. So long as you are able to observe a subject, they can never make a physical move that surprises you, and you can tell if their reaction to threats will be to flee, back down, fight back, use lethal force, etc. Once per mission, when the referee narrates that a character makes a move, you can interrupt their action with a move of your own, which happens almost instantly and takes priority over their action. You can use this ability additional times per mission by spending a War Dice each time.
CALLER: You are an expert in social engineering, skilled in convincing others to reveal confidential information over lines of communication. You may manipulate civilians but roll with a -1 when attempting to manipulate soldiers and spies.
CANARY: You are usually the one to encounter whatever new challenges lie ahead, for better or worse. When you are the first person to be damaged by a new source (an environmental hazard, unique enemy, trap, etc.) subtract 2 from that damage. All allies who noticed you taking that damage get +1 to their next roll to avoid damage from the same source.
CAPED CRUSADER: You are an icon of the night, your name feared by those who hide in the shadows. Whenever rumors of your presence in the area are spread, your enemies will fear your arrival and cower at the sight of you. Additionally, once per mission, you can make a dramatic entrance into a room full of people and cause all unnamed characters to flee the area.
CAPTURE: You are skilled at capturing, taming, training, and battling with all sorts of creatures. You can throw a Capture Capsule to attempt to capture a creature or entity. These captures have an X-in-D6 chance to resist, where X is their remaining HP. Successful captures are added to your inventory, and can be summoned and recalled at will to aid you. Captures will obey your commands, but largely retain their free will, so powerful ones may require training, and ones with arguable personhood will fail to capture entirely. If a capture reaches 0 HP, it is lost for good.
CASSANDRA: You've developed an uncanny knack for anticipating the future. Once per session you may ask for a vision and the referee will give you a kaleidoscopic series of images and impressions as an answer. The vision will pertain to your mission, but may be difficult to interpret.
CARDS: You love a contest of fate, maybe a little too much. Your stats are irrelevant. At the start of each mission draw 4 cards from a deck of cards face down and assign each to a stat, then decide which two stats shall be negative. Upon rolling the Dice with a stat, reveal the card associated, your stat bonus shall be the value of the card divided by 2, rounded up. Aces low, face cards count as 0. Cards must be shuffled by the referee prior to drawing cards.
CATCHPHRASE: it may be tired, trite, or cliched, but there’s a phrase that’s uniquely associated with you. you gain +1 on rolls in which you work your catchphrase into a description of what you’re doing. Once each session, you may remove your sunglasses and repeat your catchphrase to reroll a failure.
CATMAN: feline ferocity at its finest. you can see in the dark, and once per session, if you were to drop to or below 0 HP, you can replace another trait on your sheet with a different one (either selected or randomly chosen) and come back to life at the end of the combat encounter where you died. you can only do this 9 times.
CAUSAL: You know how this is all going to end. Once per mission upon rolling a failure, you may declare that the dice are breaking the timeline that you know is supposed to happen and force a scene to play out in the way the players vote on, essentially forcing a cutscene. After doing so, you suffer psychic exhaustion from stabilizing the timeline and take -2 to every roll until the end of the mission.
CENSORED: You just can’t seem to ****ing express yourself. Your attacks can never kill their targets or cause gory effects like limb loss, instead miraculously knocking enemies out if your damage would reduce them to 0 HP. You’re also incapable of swearing, using drugs, and similarly censorship-worthy actions (For any determined during play, mark them down somewhere on your sheet). However, once per mission you may censor something grim, violent or otherwise objectionable and shift reality to fit the change (for example, an ally’s gruesome death by a monster might instead result in their capture, or a stockpile of chemical weapons might become glitter bombs).
CEO: You are a flesh automaton animated by neurotransmitters. Due to a lucrative deal with a corporate death squad, you are capable of using their state-of-the-art resurrection systems. When you die during a mission, keep this character and choose to either revive them at the start of the next mission or liquidate them to pay off your corporate debt. However, they expect you to do intern work in exchange for using this tech. Your role is irrelevant, and you can only advance by completing your contract - You're a gig economy assassin now, so you've gotta kill someone during the mission. (roll D6, 1-2: Kill someone who really doesn’t deserve this, 3-4: Kill the toughest person there, 5-6: Kill the most important person there).
CHAFF: Your skin has been seeded with nanofactories as part of a next-generation warfare program. Twice per session, you may emit a blinding mist of particles that dampen sound and damage non-hardened electronics. If used in an open area, the mist covers a 50 yard (45 meter) radius.
CHAMELEON: You are practically invisible when you blend in with your environment. Whenever you stand still next to a surface your skin and clothing will blend in to match, making you impossible to notice unless examined up close. However, you will be easier to spot once you move again as your skin takes a moment to readjust.
CHARGER: You're an unstoppable force. You do not have to roll the dice whenever you try to knock someone or something down. If it's something particularly hard to knock over, such as a statue or a battle tank, you get badly bruised, giving you a -2 FRC penalty until the end of the mission.
CHALLENGE: You’re always up for a good challenge. Before beginning a mission, you may set a challenge for yourself to complete, such as going undetected in a mission or obtaining all collectibles in the mission area; If you successfully complete your challenge, you gain an extra advancement alongside any granted by other advancement options.
CLOWN: You are a creature of mirth that knows the value of a good pratfall. If you at least partially succeed on a roll but think failing it would result in a funnier outcome, you may choose to fail it, gaining a WAR DIE for doing so. If the initial roll was a Complete Success or higher, you take no damage from choosing to fail. All vehicles you control have unlimited passenger capacity.
COINSHOT: You can ricochet bullets off of coins to deal massive damage to your foes. At the beginning of the mission you gain 4 coins that you may toss into the air at any time; roll +REFLEXIVE to shoot the coin flying in the air. If the roll succeeds, the bullet will ricochet towards the nearest enemy and deal an extra 2 DAMAGE and ignore ARMOR. If you ricochet a bullet off of multiple coins, the damage bonus doubles (2 becomes 4, 4 becomes 8, etc.), but you take a cumulative -1 to your REFLEXIVE for every coin used. You gain a coin on a full success and can instantly gain 4 more by spending a WAR DIE.
COLLATERAL: Whenever you land an attack against an enemy, you can instantly damage adjacent enemies; Explain how this happens. Collateral damage is instant, but only deals half the DAMAGE of the original attack, rounded down; You may spend a WAR DIE to deal collateral damage equal to the result of the original attack.
COLLECTOR: You have a cursed sword that gives you great power in exchange for the taking of heads in its name. Whenever you kill an enemy with 6 or more HP that has a head using this weapon, you gain +1 MAX HP and +1 DAMAGE for this weapon. The more heads you collect, the more you will be compelled to try and collect the heads of your own allies- at the beginning of a mission, if you have at least 3 heads, roll3D6. If you roll equal to or below your number of collected heads, your role becomes irrelevant and your will is subsumed by the sword - the only way you may advance is by collecting the head of an ally. Your role returns after completing the mission.
COMBO: You are the pinnacle of combat! Every time you make a unique attack against an enemy, add +1 to your attack rolls. This bonus accumulates until your attacks become bland and samey, in which case this bonus returns to 0. If you roll a failure while performing a combo, the next instance of DAMAGE you take adds your cumulative bonus to it. Additionally, you do not need to take time to swap between weapons.
COMBO: Your power grows as you display your mastery. You have a combo meter starting at level 1- note it somewhere on your sheet. When you take this trait, pick another trait you don’t have- note it down as your COMBO TRAIT, and work out a major improvement for it with the ref. Your combo meter has the following levels: 1: Deal -1 DAMAGE, -1 ARMOR 2: -1 ARMOR 3: Deal +1 DAMAGE 4: Deal +2 DAMAGE, +1 ARMOR 5: Deal +3 DAMAGE, +1 ARMOR, +1 to your highest stat 6: Deal +4 DAMAGE, +2 ARMOR, +1 to your highest stat, gain your COMBO TRAIT When you make a roll that doesn’t repeat anything you did in the last two rolls (like attacking with the same weapon twice, repeating a tactic, or utilizing a trait twice) and it’s at least a partial success, increase your combo meter by 1 and gain the appropriate benefit or drawback. Decrease it by 1 on a failure and reset it to 1 on two consecutive failures, resting at a rendezvous point, or at the end of the mission.
COMMS: you are the center of communication for your team. Each member of your squad gains a device that can communicate to your radio but not to each other. you can then relay these messages to other devices via speech.
CON: Everytime you, the player, lie you gain 1 war die. You do not have to note down the gain immediately, but it must be noted down before the session ends or it is lost. If the Referee correctly calls you out on a lie, lose all your war dice.
CONDUIT: You can travel between circuits of electricity, such as between power sockets or through a powerline, at will. You may attempt to pass through other forms of electricity, such as the arc of a lightning gun or a lightning storm, by rolling +REFLEXIVE.
CONFIDENCE: The stronger you feel, the better you are. While you are at full HP, you add +1 to all damage rolls. While you aren’t at full HP, you subtract 1 from all damage rolls. Additionally, whenever you roll an ultra success, you heal to full HP.
CONTRARIAN: It's your life's purpose to argue, to be the devil's advocate, and the devil has granted you reality-shifting powers. When the referee says "no" to another player, you say "yes", and when the referee says "yes", you say "no". For each, once per session, your interruption can supercede the referee, and reality shifts appropriately. Your dice rolls are inverted. Snake Eyes (double 1) is an Ultra Success, 4 and under a success, 5-7 partial success, 8+ fail.
CONSTRUCT: You can weave constructs out of lightmatter. Roll +CREATIVE to copy a device or weapon you touch down to the molecular level provided it is no bigger than 1ft² in size. This lightcopy can function identically to the original for the next 24 hours before it breaks down. Your creations can teleport to your hands, as long as it's within line of sight.
CONTAGION: You have an anomalous infection. If you gained this trait on character creation or as an advance, you’re a carrier and must randomly roll another trait as well. That trait is the infection’s symptom, and you’re encouraged to come up with a name for the condition after determining it. When you make skin-to-skin contact using your contagious touch, roll 1D6 and apply the corresponding effect: 1: Give the target CONTAGION and its symptom (but not the symptom’s associated item or stat bonus). 2-4: The target is briefly stunned by a physiological response such as intense coughing or sneezing. 5-6: Halve the target’s health, rounding up. Cures for CONTAGION may become available in the world at the ref’s discretion, but a character can only be cured of this trait or exhibit its symptom if they’re not a carrier.
CONVERTER: Whenever you spend a WAR DIE, you can instead use a METRIC WAR DIE for a guaranteed +3 instead of rolling 1D6. Additionally, whenever a measurement of something is given, found or described in either Metric or Imperial units, you can instantly convert whatever that something is to the same number or figure, but in the other measurement system. Shorten that 10 metre mecha to 10 feet! Swap out room temperature for below freezing! You can initially do this only once per mission; you can spend a METRIC WAR DIE to gain an extra three uses (but only once).
CO-OPER: you are the statement of a great mint, proof that two is better than one. Whenever you take an action that one of your bandmates is also taking, if both of you get the same result of your roll (fail, partial, success, critical), then a phantom extra bandmate manifests as a third one of you taking the same action.
COPYCAT: You’re paranormally adept at mimicking others. At the start of each mission, choose one of your allies’ traits and gain it for the mission’s duration. Additionally, once per mission you may perfectly copy something you’ve seen another person do (such as a martial arts master’s finishing move, a trained opera singer’s voice or an android’s capacity for logical deduction).
COVENANT - THE SUN: You have pledged yourself to the Covenant of The Sun, setting yourself on the path of cooperation. You always know if an enemy has BOSS MOVES, and what they are. You may never take items off of defeated foes, and you cannot attack anything that is unaware of your presence. Your covenant items are Sol Medallions. These are created when an enemy with a BOSS MOVE has been defeated using the power of teamwork. Your role is irrelevant. Instead, you advance by spending these items on advancement rewards as if they were XP. (FIST ULTRA PG. 74) Once per mission, you can perform the Secret Gesture of the Sun, which opens up a free Rendezvous Point (FIST ULTRA pg. 6) in the area, either figuratively through an NPC's trust, or literally through hidden doors or paths. [AUTHOR: eat grass fool
CRESCENDO: You are an unstoppable force of nature, able to enter a state of rapidly escalating violence at will. Each time you succeed on a FORCEFUL roll, gain +1 FORCEFUL. This bonus accumulates until you cease your rampage, at which point your FORCEFUL attribute reverts back to normal. Rolling a failure with a cumulative bonus from this trait results in your position being overrun by a number of generic enemies equal to twice the bonus, and reverts your FORCEFUL to normal.
CRYPTIC SHIFT: A multidimensional jack-of-all-trades, you rapidly gain and lose abilities from more successful incarnations of yourself across the multiverse. Whenever you roll a partial success or lower, lose this trait (but keep the attribute bonus and mirror) and immediately replace it with a random trait (with the exception of MUTANT and VOLATILE from FIST: Ultra Edition). Repeat the same process with the new trait, and so forth. At the end of the mission, you regain CRYPTIC SHIFT.
CRYPTOGRAPHER: You can crack almost any code out there. You can read encoded messages without rolling the dice. If it's a particularly hard code to crack, such as communication between CYCLOPS headquarters or a dossier documenting the location of a hidden CIA moon base, you do so, but you'll get a crucial piece of information wrong when reading it. The referee will tell you what.
CULT: Whether you like it or not, you are the object of worship to a small cult. Set aside a D6, starting at 3. Whenever you aid, exalt, or perform a miracle for your followers tick this die up by one. During a mission, you may tick down your dice by the listed amount for the listed benefit. 2 - Your followers have left a dead drop with a useful item or info 3 - 1D3 followers temporarily come to your aid, or one performs an action for you offscreen 5 - A crowd of 2D6+2 followers show up for one scene and cause a riot If you do not perform an act for your cult during a mission, subtract 2 from your die. If your die would ever go below zero, you are revealed as a false messiah, and immediately lose this trait and gain the FUGITIVE role. +Cult writing (Indoctrinate 1 NPC, 1 use), +1 to a stat that your cult exalts & -1 to one they abhor
CURIOUS: You want to explore interesting outcomes, even if they aren’t helpful. Whenever you choose to make a roll to do something “just to see what happens,” you may restore health. If the outcome was simply interesting, restore 1 health. If the outcome was inconvenient or actively detrimental to your team, restore 2 health. If the outcome was a catastrophic setback, restore 3 health and gain 1 WAR DIE.
CURSED: You are plagued by a spell or hex of some kind. With the help of the referee, decide on a downside (beastly appearance, rapidly aging, horrid luck, etc.), and an appropriate attribute. While cursed, you can always receive help from a sympathetic party without having to roll. You can choose to break the curse as a reward for advancement, or decide with the referee on a thematic quest you must complete to break it. When the curse is broken, your attribute modifier from this trait inverts, becoming +2.
CYCLOPS: No, not the organization; You’re a distant relative of Polyphemus. You are absolutely gigantic, doubling your MAX HP via sheer mass. If your eye is poked out by something, you roll 3D6 and take the worst two when doing something risky; Your eye regenerates at the end of the mission. Additionally, once per mission, you may emit a beam from your eye that does something to those who are caught in it, such as turning them to stone or hypnotizing them.
DANMAKU: You can produce massive barrages of energy projectiles to destroy your enemies. Describe three bullet patterns you may use (i.e. Clockwise spiral, Tri-beam, erratic and slow projectiles). You may use each of these patterns once per mission, instantly destroying any regular enemies in their path. You may also fire a straight line of bullets that deals 1D6 DAMAGE at any time. However, you can only have 1 MAX HP, and you instantly disintegrate if you are hit.
DAVID: Pick up your S.L.I.N.G. and get to work. If you’re fighting against a mech or similarly sized enemy on foot, you can spend wardice to reduce the damage you take from mech-scale weaponry/attacks.
DAY TRIPPER: Whenever you are under the influence of one or more mind/body/spirit/etc altering substances or similar effects, temporarily gain a FRACTAL TRAIT [Mandelbrot Set pg. XX] chosen either at random or by the referee, until you sober up.
DEADEYE: Blessed by the spirit of the West for your fast hands and sharp eyes, you have a knack for dealing with entities beyond the realm of the living. Spirits and similar entities are visible to you at all times, and can’t hide their identity from you through disguises or possession. You can touch a fresh corpse and spend 10 minutes in ritual meditation to receive visions of the body’s final moments before death, from its owner’s point of view. – Sanctified six-shooter (1D6 DAMAGE, QUICK-DRAW, +1 DAMAGE vs. undead), +1 REFLEXIVE
DEALER: You deal in some illicit material, whether that be firearms, psychedelic drugs, or samizdat literature. Once per mission, you may set up shop in the mission area; this may come in the form of setting out a rug in an open area or shady dealings in a back alley; Roll 1D6 to determine how your business goes: 1-2: You are caught and reported to authorities, 3-4: You sell a decent sum of product and gain 1 WAR DIE, 5-6: You sell all of your product and can choose another advancement option the next time you advance.
DEADEYE: You’re a crack shot when you need to be. Once per mission, you may take a puff of your oversized cigar and declare that your next six attacks cannot miss. If the character you are attacking is wearing an accessory such as a hat or helmet, you cannot deal direct DAMAGE to them and must attack the accessory instead.
DEAD SOULS: You can put a tiny device on an enemy's transmitter. The next time others would check their condition, the transmitter would respond that everything's clear with your victim's voice and intonations. Only works with technological transmitters.
DECOY: You can create lifelike decoys of yourself at will. Doing so costs you one max HP for each decoy until the end of the mission. These decoys are capable of movement, but cannot physically interact with the world. These decoys each have a max HP of three. Additionally, describe a unique effect that occurs whenever a decoy is destroyed, such as exploding for 1D6 DAMAGE or releasing sleeping gas.
DELIVERY: If you can get your hands on it, or it’s in a safe location that you know of, you can deliver anything, anywhere. Roll a 1D6 - on 5+, it will arrive in perfect condition. On a 3-4, it will be damaged or have pieces missing. On a 1-2, the deliverer will have taken off with it altogether. The package will always arrive in 15-25 minutes, and requires a signature to complete.
DEMANUFACTURER: It’s easy to mistake your power for extreme incompetence. Up to three times per mission, you may touch a single object that you are capable of carrying with you and focus on it for a moment. The object then rapidly disassembles into its raw materials. For example, a book may turn into wood pulp and thread, a gun may turn into pieces of steel and aluminum. You may roll +CREATIVE to fashion a new gadget out of the components.
DEMOLITIONIST: the age old proverb of "modern problems require modern solutions" applies perhaps the most relevantly to plastic explosives. You can always rig traps or arm/Disarm explosives without rolling the dice. however you must roll +TACTICAL if working under pressure.
DEMON: Foul scion of the night on the run from The Elder, you’ve taken on a mostly-human form. Whenever you cause any “unnecessary” death or destruction, the single horn on your head grows (it shrinks when you act altruistically). You can also bite your massive tongue to spit a wad of infernal blood for 1D6 INCENDIARY DAMAGE.
DENIAL: It doesn't matter what they say, you insist that you know it is not real. It's useless, it's all useless! Choose one single word concept (for example: ghosts, magic, love, witches), you either are unaware, ignorant or deny the existence of this concept. Anything which aligns with your denied concept does not exist for you, both you and the denied force cannot perceive nor affect each other.
DEVELOPER: You’re a poor code monkey working on this new game called FIST, and you have administrative rights to deal with inconsistencies in the code and eradicate bugs. Once per session, if you have a completely silent and safe moment, you may manifest the developer’s console and change a variable of something, such as tweaking an enemy type’s HP to 1, or add a “if then” statement, such as“IfFACTION=CIA thenBODY=COMBUSTS.” Keep in mind that you’re only here to work on this game until full release starts, and if the referee feels that your changes are sufficient, you will lose administrative permissions, spelling your end as a playable character.
DEVOLUTIONARY: adaptability is overrated, you have eschewed the modern world and all of its comforts since the development of agriculture and your return to base nature activates your hidden potential within. none of your attributes may ever be above -1. when you roll 10+ on an attack, add +1D6 DAMAGE.
DISBELIEF: Undead warriors in power armor fighting alien squid monsters shooting mind bullets and all that one guy’s got is a bow and arrow? None of it makes a lick of sense, and that annoys you. You can suppress the paranormal, provided you concentrate and think about nothing else but how ridiculous everything is. Once per session you negate the effects of another Trait or an environmental effect. While doing so, you make all rolls with 3D6 and take the two lowest results.
DISCO: You’re totally disco, baby! Alongside your four regular attributes, you may choose a hyperspecific new attribute, such as one that makes you really good at recalling random trivia, sensing and speaking to the spirit of an urban area, or roundhouse kicking people. Whenever you roll to do something risky related to your specific attribute, roll 3D6 and take the best two. Additionally, as a new advancement option, you may increase your attribute by 1 point or choose a new attribute.
DISCREPANCY: You mathematically shouldn’t exist. Once per mission, you may increase the numbers shown on the dice by one (e.g. a five and two to a six and three). However, your violation of the laws of probability will create an anomalous effect on the area around you. The referee will decide what that is. If you were to increase a six to a seven, you pop out of existence and correct the universe. If you increase two sixes to sevens, you and everyone nearby are transported to the Court of Mathematical Justice.
DISPENSER: You have a miniature device that can generate ammunition and resources passively. This dispenser may be placed on any flat surface. Your dispenser starts with 6 MAX HP and 0 ARMOR, but you may increase its HP by 1D6 or its ARMOR by 1 as an alternative advancement reward. Whenever you or your allies are within close proximity of the dispenser, they regenerate spent ammunition and limited use items.
DIVINE: You are a god, a minor one, but nevertheless, a god. Choose a domain, it must be very specific due to your status as a minor god. You are infinitely knowledgeable in the topics involving your domain and will always atleast get a partial success on rolls involving it. You can still die, your soul may be immortal, but your body isn’t, so don’t get careless. As well, your enemies and most other well informed persons will know of your existence, and may bring weapons or equipment to deal with you.
DOOHICKEY: You have a treasure trove of strange, almost nonsensical devices that somehow work extremely well. If you encounter any problem that may require a tool, such as opening a locked door or moving something extremely heavy, you can declare that you pull out a doohickey for the job; if you can describe a strange and roundabout way that this device works and everyone at the table agrees it’s sufficiently strange, you accomplish the task as well as if you had a regular tool.
DRACONIS: You have been psychically imprinted on by the cub of one of humanity's seven Forgotten Dragons. The dragons dwell in humanity's collective subconscious, but their cub is quite physical and it must be fed 50 kg of lean meat in between missions. It is also nonverbal, and has the relative personality of a cat that is also a flamethrower.
DRAGON: You’re a goddamn dragon. you breathe fire or some other kind of terrible breath for 2D6 DAMAGE. You have gleaming scales [2 ARMOR], which makes you very pretty but also easy to spot. You feel compelled to collect shiny, pretty things. Most sentient beings you meet are frightened by you, jealous of you, or tempted to slay you for glory and fortune. Sometimes all three.
DRAW: While you wield a firearm you may compel an enemy wielding one to duel you. You and the Referee both roll 1d6, and the party with the lower number is killed instantly. These rolls cannot be modified by any means. Matches result in both parties being killed.
DREAM: Through ritual, sorcery, psionics or some other discipline, you’ve learned to travel through dreams. If you and any other character are sleeping at the same time, you may roll +CREATIVE to see what they’re dreaming about and make changes to it. Failures may alert the target to your interference, or cause you to be trapped in sleep for longer than expected.
DRIVER: You know someone who's extremely good at what they do. In a pinch you can call them and no matter the situation they will make their way to your position even if the method they use to do so makes no logical sense. When the vehicle arrives it has 8Hp and 1 Armor. The driver is unwilling and unable to leave their car If the car is destroyed it explodes killing the driver instantly.
DRONE SHEPHERD: you have a drone or two under your command that fights by your side. Choose either a Shield Drone or an Attack Drone. Both can fly and do simple tasks remotely. You lose their ARMOR and TACTICAL benefits if they are destroyed. You can repair the drones between missions. ARMOR from the Shield Drones can stack with themselves but not worn armor. This trait can be taken twice.
DULLAHAN: You are immune to decapitation and can function without a head. Removing your head allows you to telepathically see through it (50 meters before things get too hazy). Your body can see and feel vague suggestions of senses without a head but struggles with fine details. Roll +TACTICAL to attach someone else's head allows you to access recent memories and use their head as if it were your own for about an hour before it is unusable.
EDIT: The world is a story, and you have the power to rewrite it. You can spend WAR DICE to add, remove, or change a single letter in the name of a character or object, fundamentally transforming it (no matter how bizarre). For example, you can change the SEWER BEAST into a SEWER FEAST, SEWER BREAST, or a SEER BEAST. Each name can only be changed once.
EFFIGY: By spending 10 minutes using your crafting supplies and any similar materials you can gather, you can create one inanimate, life-sized replica of yourself or a bandmate. The effigies look indistinguishable from the person they resemble unless closely examined. Whenever you or the bandmate would take damage, you can declare you instantly switch places with your effigy, taking no damage. The effigies are instantly destroyed regardless of the damage taken on your behalf.
ELF: You can see in dim light as if it were daylight, but daylight doesn't do the old school night vision goggles blindness deal. A partial success to find a hidden door is treated as a full success. You live hundreds of years, it never really comes up and no one remembers so it doesn't affect anything. Dwarven bromance is an inevitability. If there is more than one elf in the group, they must slowly nod with respect each time they greet one another. It is the law.
ENGELWERK: A cache of holy documents has taught you the secrets of building an angel. Well, most of the secrets anyway. Once per session you may call in one of your creations to accomplish an objective. It will make some progress towards that objective before falling apart explosively and damaging most of the surrounding area.
ENHANCE: You may temporarily genetically alter your allies to improve their combat effectiveness. When you select this trait, choose a different trait, you can give an ally the benefits of the chosen trait including the associated item if it is necessary for the trait to function. The new trait always manifests with it growing out of the subject as an organic extension of themselves. This enhancement lasts until the end of the fight. When you advance, you may add another trait to your genetic enhancer instead of one of the usual advancement rewards.
ENTANGLED: Once per session, you may choose to become quantumly entangled with another character that you can see as a reaction to something happening to them or them taking an action, instead making you the subject of the action, even if it defies logic. (Taking damage for example, but more abstract concepts like "recalling a memory", "entering the car", and "shooting the scientist" work too.)
EMPYREAN: Humanity only exists at the whim of an entity from beyond the stars. You have created a face mask designed to represent this beautiful entity, and you wear it proudly. While wearing the mask, you may roll +FRC to enrapture another living being; on a success, they become a thrall under you as a cleric to the entity, performing their normal duties but ignoring you and your allies. For each being controlled this way, take -1 CRE; you can release any being at any time, but non-military-trained beings will attempt immediately to do themselves 1D6 damage when they get free.
EPISODES: Your life is broken up into easily digestible chunks. At the end of each mission, say ‘Next time on FIST,’ and declare three events (one positive, one neutral, and one negative) in simple detail, which are proportionate to one another in size and impact. These events are guaranteed to happen, one way or another, next mission.
EQUALITY: you really like things to be equal. Equal distribution of pay and loot, equal opportunities for every FIST agent and equal chance of rolling any outcome. You now roll a D12 instead of 2D6. Once per mission you can force any 2D6 roll to be rolled on your D12 instead.
ERASE: If you wish hard enough, all your problems will disappear - literally. Up to three times per mission, you can cause a nonliving thing to be removed from all existence. If it is an object you are capable of carrying with you, it instantly disappears. Erasing intangible concepts like specific memories, ideas, or even a rule in the game will require you to roll +CREATIVE, taking the worst three out of 4D6. If you roll a DAMNATION this way, you are instead erased from reality, and can’t be brought back by any means.
EVOLVE: Within your genome lies the key to unimaginable and dangerous potential. As you exert your body and mind it grows stronger and stronger, begging to take its final shape. The abilities listed below start inactive. Every time you roll to do something risky, activate the ability shown below corresponding to the number you rolled (before any WAR DICE or modifiers are added). These abilities remain active between missions, and can only be deactivated by your supply of custom-made genetic suppressants. 2. Fragmented DNA: no changes. 3. Psionic Overload: Gain the SUNDER trait (but not its associated item or stat bonus) 4. Enhanced Neural Pathways: +2 TACTICAL 5. Prehensile Protrusions: Gain the LIMBS trait (but not its associated item or stat bonus) 6. Chitinous Growths: +1 armour at all times 7. Sixth Sense: At a range of up to thirty feet, you can detect living organisms through any non-metal solid surface. 8. Muscular Hyperdensity: Gain the HEAVYWEIGHT trait (but not its associated item or stat bonus) 9. Pheromone Emitters: Gain the CHARM trait (but not its associated item or stat bonus) 10. Hypermetabolism: Gain +2 HP 11. Emergent Secondary Organ: Gain +1 to an attribute of your choice 12. Fragmented DNA: no changes If at any point all eleven of these abilities are active, lose control of your character permanently as they take their fully realized form. If they survive the inevitably ensuing carnage, they may show up in future missions as an enemy, neutral party, or temporary ally at the referee’s discretion.
EXCISE: whether through ritual and flame or psychic abilities, you are able to drive the unholy and unclean out of people and locations. people and places excised suffer 1D6 damage and permanent scarring, but they cannot be possessed by dark forces again.
EXPLOSIVES EXPERT: You know the perfect spot to hit to get the biggest boom. When you damage an enemy or object with an explosive weapon you can deal half damage to all creatures and objects nearby to said enemy or object without rolling the dice.
FABLES: You’ve gathered many quaint little stories over the years. Whenever someone within earshot rolls to do something risky, you can (if you have time) tell a short tale with a relevant moral at the end. If the table agrees it is relevant, they roll 3D6 and take the best two.
FACES: You have a collection of lifelike masks that can make you look like anyone. Once per mission, you may identify a target you wish to disguise as and pull a mask of them out of your bag; This mask is capable of movement, allowing you to speak and emote as if it were really your face. If you encounter the person while you are wearing their face, they will scream in terror, alerting everyone within earshot of your true identity.
FALLEN: You were an angelic warrior of Heaven, once. Those days are long behind you now. Once per mission, when you spend significant time doing something that disobeys the principles of Heaven but makes you truly happy, gain +1 WAR DIE. You may spend a WAR DIE to perform a miracle, such as creating holy water, curing mundane illnesses or briefly regaining flight, though the effects can’t cause major, permanent changes to yourself and your surroundings.
FAMILIAR: You're able to summon and de-summon a 3 HP creature at will. It shares a telepathic link with you and can understand basic commands, you can roll +TAC to communicate complicated plans or orders with the creature.
FEEL: You have extremely sensitive nerves, allowing you to perceive minute differences and variations in surfaces with just a touch. You can identify these inconsistencies (such as secret panels, fake materials, or peas tucked under mattresses) without having to roll the dice. Additionally, whenever you are healed, you gain an additional +1 HP, as the sensation is particularly soothing to you.
FEIGN: You can fake your own death like it’s tying your shoe. Once per mission, if you take DAMAGE,you may declare that you fake your death, explaining how the DAMAGE allowed you to do so; You will then disappear from the mission. You can choose to insert a new character or reappear at the next appropriate insertion point. After using this trait at least three times, there’s a 1-in-1D6 chance your plan goes awry somehow. This chance increases every successive three uses.
FIGMENT: you are the imaginary friend of one of the other characters spawned during their childhood, though neither of you realize it. if you are reduced to 0 HP during a session you are incapacitated or presumed dead for an hour but then make an amazing recovery, even if it strains incredulity. if the character who imagined you dies, you immediately cease to exist.
FISSILE: Something in your body generates enormous amounts of energy through fission, and you can channel this energy with concentration. afterwards, you excrete a deadly radioactive byproduct. when unleashed for destructive purposes, the energy deals 2D6 damage. Once per session you can increase the damage to 3D6 but you and everyone around you takes 1D6 armor-piercing damage.
FISHING: From the seas to rivers, you're out to land the big one. When you have some undisturbed time by a body of water, you can use your Ultra fishing gear to fish for Ultrafish. Roll CREATIVE. On a Partial Success, pick 1 of the following. On a Success, pick 2. On an Ultra Success, take all 3 the fish is a weapon, you catch two of them instead. UltraFish Table (As many times as you like, you can spend 1 WAR DIE to reroll your catch): > 2: Emerald Evofish (grants 1 random TRAIT, consumable) > 3: Teal Tuna (+1D6 Max HP, consumable) > 4-5: Nitro Jellyfish (explodes for 2D6 DAMAGE when dropped, thrown or stepped on) > 6-8: Big Sea Bass (Heals 1D6 HP, consumable) > 9-10: Pistol Shrimp (1D6 DAMAGE pistol, random weapon tag) > 11: Fiery Fighting Fish (+1 WAR DIE, consumable) > 12: Silver Swordfish or Golden Gunfish (1D6+2 DAMAGE sword or rifle, with 1D6 random WEAPON TAGS)
FLAMING: Your body is either made of, or constantly on, fire. You have all of the physical properties and effects of being on fire, except for the burning pain. Anyone that touches you or hits you with a melee attack takes 2 damage for doing so, but you take 3 damage whenever you make contact with water. Fire extinguishers can be used as a 1D6 weapon against you. You can negate these effects by wearing your Thermal Suit, but you need ample time to change your clothes.
FLESHSHAPER: Seems like only you truly appreciate flesh and the power it holds. You can spend 10 minutes to magically alter the form and appearance (but not the size) of yourself or one willing bandmate into that of your choosing. Allocate +1 to one attribute, and -1 to another attribute of the individual appropriate to the new form, which applies until the end of the mission or until you use your ability again. You can also attempt to force someone into a form against their will by rolling +FORCEFUL.
FLESHWOUND: You draw power from being on the brink of death. Whenever your HP equals or is below half your MAX HP, you receive +2 to all rolls involving charging in with reckless abandon and -2 to all rolls involving self-preservation. When you are at exactly 1 HP, all of your attacks become armor-piercing and you deal double DAMAGE.
FOOL: Bad luck loves to make an example of you. All partial successes instead count as failures, and all WAR DIE you gain must be given to other players. However, you cannot die unless you roll the lowest possible result on a check that would kill you. You only advance when you try but fail to achieve the goal listed in your role.
FORGERY: You’re an expert at making fake stuff look legit. Once per mission, you may use your forgery tools to create a convincing fake of any piece of documentation (a fake faction badge, classified documents, an erroneous driver’s license) after obtaining an example to replicate. The referee will tell you where you can find such an example in the mission area.
FORTUNE: You possess a piece of tech that protects you from harm, making outside viewers believe you have unbelievable luck. If you would receive DAMAGE, you may activate this device to deflect it entirely. However when doing so with a teammate nearby, there is a 3-in-1D6 chance that they will somehow suffer the DAMAGE or experience some other appropriate misfortune.
FRANGIBLE: You're beautifully fragile. Upon taking lethal damage, you may choose to be shattered instead. You will come back the next mission missing 2 MAX HP and some important part of yourself (ref's choice). If you make it to the end of a mission without shattering you gain back 1 MAX HP. Anything else you've lost is possible (though difficult) to find again, (and maybe you were better off without it in the first place. something to think about)
FRATERNITY: You have the ability to curve bullets, fire around cover to hit targets or around friendlies to dome people behind them. There might be times when curving bullets might be more difficult than normal, like trying to curve a bullet in a moving train or from 1000 yards out. You can still do it, it will just damage your weapon in a way that makes it unusable–the referee will say how. You can repair it later.
FREESTYLING: You have mastered the art of storytelling, and no matter the situation you're always ready to light some sick fires. You gain +1 to rolls that you can spit an appropriate bar for off the dome. This bonus accumulates until you make a roll without rapping along, at which point your bonus reverts to 0. Rolling a failure with a cumulative bonus from this trait will incur DAMAGE equal to the bonus as you fall off the beat and say some goofy shit.
FROG: You are a walking, talking, human sized frog. People have a hard time knowing which eye to look at when speaking to you, and you’ve developed a proclivity for flies. You also have a long, prehensile, sticky tongue, which can be used to yank loose objects and characters towards yourself by rolling +REFLEXIVE.
FRONTMAN: Among your bandmates, you’re the decider of arguments (for better or worse) and the face of the group. it’s not so much that what you say goes, but you do act as a one-person plurality of opinion. you’re the one most fans and rock reporters want to talk to, and you’ve honed your gift of gab. whenever you’re talking to someone with a positive attitude towards you, you can hold their attention for as long as you wish.
FROZEN SOUL: The spirit of Winter stemming from your soul causes you to exude a glacial aura around you, covering yourself with a layer of magical, protective ice. As long as your aura is present, you have -2 REFLEXIVE and +2 ARMOR, though the aura itself isn’t armor, and only applies if you aren’t equipping any armor. However, damage you take from fire ignores the armor bonus. Once per mission, you may sacrifice your aura to nullify all non-fire damage dealt towards you in a single instance, shattering the layer of protective ice, and losing all benefits and drawbacks of the aura. You regain your aura at the beginning of your next mission.
YOUR BODY EXISTS ACROSS THE ENTIRE ELECTROMAGNETIC SPECTRUM: from radio waves, microwaves, infrared, visible, and ultraviolet light, x-rays, to gamma rays. In your fully manifested form you appear as a blindingly bright figure, cause extreme interference with technology around you, and are dangerous to be near for most life. However, you are fully capable of controlling which wavelengths you exist on and filtering between them at will for as long as your fractal prism is intact. Once per mission, you can shoot a beam or touch a target to deliver concentrated electromagnetism of any wavelength, that does 3D6 Damage to anyone caught in it. depending on its frequency this beam may have other relevant effects at the group's discretion.
FUSILLADE: When you attack with a thrown weapon, you may completely deplete all of that weapon from the surrounding environment in order to add +d6 damage. This does not steal the weapon from your enemies (so if you throw a fusillade of grenades, you will only use up the grenades that you can access), and you cannot throw a fusillade if you have only one or two of a given weapon.
GANA: You can socialize with devices as if they were people. Whenever you would make a roll to interact with a machine, tool, or electronic device, you may describe how you are treating this interaction like a conversation. The referee decides which attribute you must roll with based on your approach, and may describe the personality of the object you are speaking to.
GALVANIZER: People around you always comment on your electrifying performances and personality - for machines, this takes on a very literal meaning. You can touch a complex machine and imbue it with strange electrical energy by rolling +FORCEFUL. On a partial success, choose one from the list below, on a full success, choose up to two: • It performs one action of your choice, completely free of errors and malfunction. • It gains +1 to all attack rolls and damage rolls. • It gains sapience if it possesses the capacity for such. If it already is, it becomes stunned for 1 minute. Regardless of the result, you can’t use this trait on the same machine more than once.
GAMBLER: You've always made your own luck, letting your fate be decided by the flip of a coin. You no longer roll the dice when you attempt a risky action. Instead, flip a coin. On a Heads, the roll is treated as a success. On a Tails, the roll is treated as a failure.
GAMBLEMAXX: You can’t help yourself when there’s money on the line. You may bet an amount of WAR DICE on any dice roll made during the mission. If you correctly predict the number that was rolled, triple the WAR DICE you bet. If you do not correctly predict the number rolled, lose the WAR DICE you bet and take 1 psychic DAMAGE.
GESTALT: You are greater than the sum of your parts. When you take this trait, it replicates one other trait you already have, including all of that trait's unique quirks, abilities, inventory items and ability boosts. Any "once per mission" ability that trait confers consequently becomes "twice per mission"; extrapolate additional quirks as necessary. While functionally replicating that trait, GESTALT is still GESTALT and can't be taken again.
GEOMATRIST: You can manifest simple two-dimensional shapes that have a surface area but no measurable mass or volume. The more sides the object has the longer it persists in this reality before dissipating but the more fragile the object is as well.
GHOST: You can go through walls. You can fly. You can't touch things without excessive effort, taking 1 DAMAGE for every 10 minutes consistently holding an item. Only blessed items can harm you. You cannot harm the living.
GHOSTS: You can see and communicate with the spirits of the recently deceased before they pass on. Ghosts may be temperamental, shocked by their own death or simply uninterested in your presence- getting help or favors from them will typically require some work. Ghosts with unfinished business or pressing worldly concerns are typically more powerful and longer-lasting, but may harbor grudges or be actively hostile to mortals.
GIANTKILLER: You are skilled in taking down foes many times your size. When wielding a melee weapon against a colossal opponent, add +1 to your Reflexive Score and the Damage you deal to them for each time their size is a multiple of yours. (For example, if they are 2 times your size, add +2; if they are 7 times your size, add +7)
GIFT: You have the Gift, and are talented with sharp things. You may roll +CRE to ritually inflict a wound on yourself; on a success this wound is inflicted on a given target as well, no matter the distance. If you have a significant item taken from your target,you may consume it as part of the ritual to guarantee a success.
GLAMOUR: You are possessed of a certain je ne sais quoi, able to blend in as someone you probably are not. When you have a spare moment, you may roll +CRE to apply your glamour (enchanted cigar, psychic symbiote earring, alien makeup kit, etc) and appear to be, for all intents and purposes, one of the following (D6): Someone important, Nobody special, Someone who belongs here, A longtime friend, "Just who i was looking for!" or "just who i was trying to avoid!". If dealing with people who would recognize you without the glamour, or maintaining it for extended periods of time (long/multiple scenes), you must spend a war die to really lay it on thick. On a partial success or lower, the referee rolls the d6 in secret and does not tell you the result. On a failure, add "who is on thin fucking ice" or a similar phrase to the end of your result.
GOBLINLORD: Though excruciating, the rituals seem to have worked; the triad of talismans passed down from your great uncle resonate with power when you pick them up. to use one, make a FORCEFUL roll: 0-6, the glass ball goes dim; 7-9: you summon a goblin, the glass ball goes dim; 10+: you summon a goblin, and the glass ball continues to hum; 6+6, as on 10+ but you summon two goblins. GOBLIN: 2 HP, 0 ARMOR, knife attack (1D6-2 DAMAGE), explode (1D6 DAMAGE to all in a small burst radius).
GRENADIER: You are an expert when it comes to fragmentation munitions, whether thrown, launched, or placed. Any thrown grenades are guaranteed to hit. Launched nades will deal half damage even if it misses, and placed mines or traps will be in an area that enemies will walk towards.
GUNKATA: You use guns more like melee weapons. You cannot make long ranged attacks using firearms (e.g. anything farther than 10 feet). However, you deal +1 DAMAGE with your attacks, and may apply melee and ranged bonuses/effects to your attacks.
GUNKATA: Your mastery of guns and gun-like weapons is breathtaking. You can always perform feats of dexterity involving ranged weapons (such as quickly switching to a defeated enemy’s pistol, aiming a cumbersome LMG in a cramped space, or quickly attaching a new scope to a rifle during a pitched bale) without rolling the dice. You also deal +1 DAMAGE when shooting a target at point-blank range, and may bludgeon targets with ranged weapons to deal their standard DAMAGE.
GUESSWORK: You can read into the future—not by some psychology trick—but literally seeing into one of the many possible chain of events in an active scenario. You may roll a CRE, and on a success, the referee tells you what the enemies will do in a moment and a vague instruction on how to make it work in your favor. On a partial, the referee only tells you what the enemies will do. On a failure, you see nothing. The referee is allowed to intentionally lie on some of the events that happen (unless an ultra success occurs), as it is just one of the many possibilities; not a fixed outcome. (–1 FORCEFUL)
GUNSMITH: You're either a professional gunsmith or dedicated hobbyist, and you've perfected the art of assembly and disassembly. You always instinctively know how to take apart, put together, or fix any firearm, allowing you to perform maintenance and mundane modifications without rolling. When you take this trait, roll (or pick) 2 weapon tags. Whenever you have some time to rest out of combat, you can use your Kit and Roll TACTICAL to put one of those tags on a weapon. When you advance, you can roll or pick another tag instead of the usual advancement rewards.
HAEMATURGE: You are among the very few who mastered the forbidden art of blood magic, gambling with your life just for the taste of the occult. In addition to WAR DICE, you have access to a special D6 BLOOD DIE. Once per mission, you can roll on your BLOOD DIE, taking damage equal to the result through ritualistic bloodletting. You may then use the result rolled to do one of the following: a) add to a roll to do something risky as you would with a WAR DIE, b) heal another character for HP equal to the result, or c) invoke spontaneous haemorrhaging within a single target, dealing instant damage equal to the result, ignoring armor, without needing to make an attack roll.
HAIR: Your golden locks are shiny, healthy, and very, very long. They have a mind of their own, and can be used as a secondary set of limbs, allowing you to climb surfaces or grab things while keeping your hands and feet free. The only thing they can’t do is wield weapons or shields.
HALE: you are perhaps the healthiest and hardiest person alive. Your physical form is a Frank Frazetta painting come to life. You have never fallen ill, your metabolism is godlike, and athletic feats are trivial for you. You are also as dumb as a bag of hair, but in an endearing kind of way. When you succeed on a melee attack, if you rolled 10+, add an additional +1D6 DAMAGE.
HANDHOLDER: You’ve never had to do this on your own, thankfully. You don’t know what would happen to you if you ever did. When you start a mission, you may explain how a teammate gifted you a trait before the mission and immediately advance by taking that trait. If you do this, your role becomes irrelevant and you cannot advance as normal in this mission. During missions where you advanced this way, you roll 3D6 and take the 2 lowest dice on any risky actions you make without that teammate’s immediate and involved assistance.
HAND LOADER: You've learned to make custom ammunition and swap between ammunition based on whatever is best for the situation. When a fight breaks out you can quickly load your gun and describe how the ammunition is best suited for a specific enemy type, until the end of the fight you gain +Tact to damage rolls against the ammunition’s specialty and -Tact against enemies not suited to the ammunition’s specialty.
HAPLESS: you appear so clueless, unskilled, and unthreatening that your enemies constantly discount you as a threat. when given a choice, enemies always target you last in combat and will often refrain from utilizing their most powerful attacks against you.
HAWKEYE: For whatever reason, you always carry your stash of trick arrows with you. If you wish to use a trick arrow: after you roll to attack with your trick arrow bow, but before you deal damage, roll on the weapon tags table (Pg. XX) for the effect of your arrow. With sufficient time a drawn arrow may be identified prior to rolling to attack. A war die can be expended to reroll on the weapon tags table.
HEADLESS: You have no head. Anything that would adversely affect your head can get fucked. Head-based accessories have no effect on you. You're otherwise perfectly able to function. All eye-witness accounts about you will not be believed and those listening will roll their eyes and make, "Glug, glug" drinking-a-big-ol’-bottle-of-booze motions to their friends.
HEADSHOT: You are adept at striking enemies’ weak points. Whenever you roll to attack an enemy, you may attempt to strike a vital region, taking -2 to your roll, but upon succeeding you instantly deal your maximum DAMAGE. In addition, you may increase your DAMAGE even further at the cost of a higher penalty (double your maximum DAMAGE at a -4 penalty, quintuple your maximum DAMAGE at a -10 penalty, etc.)
HEARTBREAKER: You were the ringleader of the elementary school fight club when you were a kid, but you had to stop and gave up violence for years after you unleashed a hidden technique you discovered in a library book on a fellow student who died when you instantly separated the four valves of his heart. you now turn this power on your enemies. To perform this hidden technique, accomplish the following tasks in order: 1) personally deal damage to a target, 2) throw any equipment you’re wielding on the ground and perform the secret kata, 3) calmly walk up to your target, 4) punch them right in the heart, twice. their heart’s chambers will separate the next time they act.
HECKLERS: You have a gang of people who berate and heckle your enemies and cheer you on. These people cannot attack anyone and generally act like buffoons and/or make a lot of noise. Once per scene, roll a D6. On a three and below, your hecklers will cheer you on, giving you +2 to your chosen attribute until the end of the scene. On a four and above, the hecklers will insult your opponents, making their ARMOR one point less effective and reducing DAMAGE they deal by 2. If there is no appropriate target for them to ridicule, they will automatically cheer you on instead.
HEISTER: You always know where the most valuable things in a building are kept, what it would take to get to them, as well as the fastest (but not always safest) way out. While you are wielding a weapon, civilians will follow your orders without question as long as doing so would not clearly harm or endanger them.
HELLBOUND: Thanks to the pact you made with your demonic patron, you gain the power to cheat fate. DAMNATION always counts as a normal failure for you, and you can spend a WAR DIE to add +2 to any attribute until the end of the mission, or immediately regain 1D6 HP when you drop to 0 HP. However, your role is irrelevant - in exchange, your advancement (and life) depends on your obligation to fulfill your patron’s cruel demands - roll 1D6 to determine them each mission (1-2: Turn your bandmates against one another. 3-4: Convince a good-natured person to commit great evil. 5-6: Sacrifice six innocents to your patron.) If you fail to meet them by the end of the mission, permanently reduce your MAX HP by 2. When your MAX HP becomes 0, your patron comes to claim your soul, and you can never be brought back to life again.
HERNE: You were ceremonially hunted by a society of industrialists and you managed to escape with a shred of their patron god clinging to you. You may turn into plants or animals so long as you remain more than three arm spans from a human. If you are ever within three arm spans of a human, your current transformation reverts.
HIGH VOLTAGE: You can conduct electricity through your body, somewhat like an electric eel, through a specified material (Steel, water, ETC. Normal air does not count). This ability can be controlled by the character for the most part, but if the voltage used is too high, they can injure themselves or others. Touching them gives a painful shock, and they can harm themselves by accident.
HITCHHIKER: You never have to worry about the means or manner of getting somewhere, so long as the destination is not directly inside a restricted area. Describe who or what picked you up, then roll +CRE. On a failure or partial success, you lose something that belongs to you as payment. On any type of success, you gain one the following (pick twice on an Ultra Success):
HIVEMIND: Fear not. Together, we are one and many. Any number of players can have this trait at the same time. Those who do can always telepathically communicate with one another, and share their knowledge and whereabouts freely through the collective consciousness that binds them together. Once per mission, the Referee may designate one non-player character to secretly be a helpful informant that is part of your hive-mind, and anyone with the trait will know who they are.
HOARD: You have a dragon-like obsession with material wealth. You can carry any amount of items regardless of encumbrance or other limiting factors, and will deal +1 DAMAGE for each 10 items in your inventory. THE TRIANGLE, 27 You can always tell if any item is valuable or unique just by looking at it, no maer how it might otherwise deceive you.
HOLOGRAM: ever since that incident with the laser vat, you have been able to shift your interference pattern. If you succeed on a TACTICAL roll, you can project a hologram of yourself that executes a short series of simple actions and then disappears after a maximum of 30 seconds. Your hologram cannot interact with the physical world in any way: using items or objects, making sounds, etc. your hologram looks just like you from far away, but under close inspection is revealed to be just a trick of the light.
HOOPLE: the world sees you as the boring center among the insanity of the rock and roll lifestyle, the squarest square of them all, the ultimate straight man. you make the whole game possible - the bands, the fans, the music, the mercenary work. without you, everything seems too arch, too broad, too disconnected from reality. once per session, you can appeal to everyone’s better natures to get your band out of a jam.
HYDRA: You have two heads instead of one. Whenever you reach 0 HP, instead of dying, immediately restore 1D6 HP and lose one of your heads. Losing a head causes you to have a -2 penalty to two attributes, chosen randomly. Reaching 0 HP while you have only one head still results in death. You may regrow your extra head (and clear the -2 attribute penalties) between missions.
HYPERDONTIA: Inhuman, toothy maws of various sizes dot your body, each possessing strange, reality-bending powers. You can detach and reattach up to four maws from your body, and stick them to the surface of any structure. Each maw has a special property: 1) and 2) are Portal Maws, where entering one leads to exiting another; 3) is the Nexus Maw, which conceals an eldritch pocket dimension covered in flesh and teeth; 4) is the Hundred-Teeth Maw, akin to a bear trap with razor-sharp fangs, dealing 1D6+FRC DAMAGE. You may strategically relocate your maws across the surface they are on by rolling +TACTICAL.
ICONIC: You have a signature object that everyone associates with you. It can be a weapon that deals 1D6 DAMAGE (trusty shield, thunderbolt, shining ax, etc.) or an accessory (family heirloom, puzzle necklace, red cloak, etc.). As long as you have this object, you add +1 to rolls whenever you attempt to inspire others, and civilians are more likely to trust you if they recognize you by it. If you lose the object, you must undergo a special mission to get it back.
IDOL: Every so often, the line between fame and godhood becomes startlingly thin. You straddle that line, drawing power from those you inspire. Once per mission, you can put on a performance that emboldens your allies. While performing, take a -3 penalty to REFLEXIVE as you immerse yourself in your art. Each of your bandmates who experience it gain +1 WAR DIE, and for each person you entertain around you, you can choose to add a cumulative +1 to the next roll you make, which upon doing so ends your performance.
IGOR: You have a faithful servant that can do things you aren’t willing to. Before making a roll, you can declare that your servant will take the action instead. If you do, you take -2 to the roll, but suffer none of the consequences of a mixed success or a failure; the servant does. They begin every mission with 6 HP, and if they die, you cannot defer actions to them again until you find (or make) a suitable replacement. * Servant (6 HP), +1 TACTICAL IGNORE: You possess a unique psychic signature that allows you to completely ignore the existence of something, exiling it from your personal reality. Once per mission, you may choose an entity or concept present in the mission area and make it impossible for you to see or affect the chosen thing and vice versa.
I'M A BUSH!: You can disguise as local terrain's feature like a rock, a bush, a barrel e.t.c. using improvised things. You will not be noticed even if an enemy will contact you. You can move in your disguise, having +3 TACTICAL on stealth rolls, but can't perform other actions until you remove it with an action. +1 TACTICAL
IMMOLATOR: You can magically engulf your entire body in flames at will. While your flames are active, your touch melts objects and sets anything flammable ablaze, and unarmed attacks you make deal +1 extra DAMAGE in addition to being INCENDIARY. However, every time you activate this trait, roll 1D6. On a 1-2, you also become slowly consumed by your flames, taking 1 DAMAGE every time you take an action. You can deactivate your trait by dousing yourself with a sufficient amount of water.
IMAGINARY: You aren't real, never have been, never will be. You're the manifestation of ultrahuman's imagination, be that a character in their mind or their childhood imaginary friend. Due to this, you're physiology makes no sense, you don't need to eat, sleep, drink or do anything that humans must to survive. Once per session you may loudly appear 10 feet away from another person you have previously met, regardless of how far from them you may have been.
INFINITY: You have a strange artifact that gives you seemingly endless amounts of ammunition. The referee can never state that any projectile weapon you are using runs out of ammo. Additionally, once per mission, you can unleash a torrent of shots that deal double DAMAGE to anyone unlucky enough to be caught in the crossfire. However, the weapon will suffer a malfunction of some sort and will be unusable for the rest of the mission.
INSIGHT: You have eyes on the inside and you can see the world beyond what everyone else sees, once per mission you can smash the two realities together. Describe the world as it really is, as if a layer of truth has been added on top of your current situation, this truth becomes tangible for the next minute before it fades once more.
INSUFFERABLE: You are an insidious bore who doesn't know how to have fun playing a tabletop game other than D&D's fifth edition; you insist on dragging everything out and claim you don't understand how to be a FIST operative because it's "all too complicated". Once per session, you can summon a dread gazebo to attack everyone in sight. Additionally, you can Hide at any time, even if there's nothing to hide behind, because that's how you've decided the Stealth rules work, and demand the referee make a perception check. The referee will not do this.
INSTALL: You have an innate ability that allows you to greatly increase your power for a short time.Once per mission, you may use your install and increase any attribute of your choice by 4, you gain +1 ARMOR, and you gain a temporary trait of your choice until this state ends. Your install ends the first time you roll a failure. When you exit your install, you are completely vulnerable, reducing your current HP by half and making you take double DAMAGE until you find cover.
INTERVIEW: You’re followed around by a camera crew who document your life and the lives of those important to it, but never seem to directly interact with the world around them. Once per session, you can name a character and declare an interview segment is taking place. When you do so the rest of the game will pause, cuing to a ‘behind-the-scenes’ interview with them. During it, you may ask them any three questions from offscreen- the interviewee will only withhold their most absolutely critical or secret information. When you’ve asked your questions, the scene resumes as if nothing had happened- only you will be aware of the interview that took place.
INQUISITOR: You’ve had some experience fighting magic before and are dedicated to eliminating one type of it from the world, pick the magic type and explain why. Thanks to your research into this type of magic and the most effective ways to limit and then destroy it, you are immune to any sort of the magic you have sworn to destroy and can ask the referee if there is any in the area when entering a new place.
INVERACITY: You tell lies convincing enough to fool gods and rewrite reality itself - though this power does not come without grave consequences. Once per mission, you may declare a single statement no longer than six words. If it is false, you take damage proportional to the magnitude of the lie deemed appropriate by the Referee (e.g. white lie - 1 DAMAGE, contradict the laws of physics - 6+ DAMAGE), and the statement becomes true.
ISEKAI: You’re used to being thrown into different dimensions and unfamiliar situations, and thus have a knack for getting comfortable. While in a new environment, when you would roll the dice to do something risky involving finding shelter, collecting supplies, or learning about this new environment, roll 3D6 and take the best two.
JESTER: You have the exclusive privilege of all fools and pranksters, to insult and receive no punishment. Whenever you would ridicule or prank someone, roll +CREATIVE. On a success, they will not dare attack you, lest they look like a fool. On a partial success, they will not directly attack you, but they will try to prank you back. On a failure, they will punish you for slight against them, dealing double DAMAGE to you for the rest of the mission.
JUNGIAN SHADOW: An aspect of your personality has awoken and takes on the form of a semi-sentient being of myth. Describe the being. Provided you are awake, you can use the SHADOW to manipulate the environment around you. Its attacks bypass most forms of armor.
JUNGIAN: You eternally reincarnate as individuals that represent cultural archetypes present in the collective unconsciousness. Upon taking trait, describe what cultural archetype you represent (e.x. A mischievous trickster, a powerful but morally flawed warrior, a wise king, a treacherous serpent). Upon dying, you may be reincarnated at any time by the way of a dream ritual performed by willing participants; the nature of this ritual is determined by the referee. You cannot pick traits that would contradict the nature of your archetype, such as an honorable warrior using subterfuge and lies to win, unless you can provide a valid reason for taking it (e.x. referring to a real world mythological or historical figure).
KILLCHAIN: You have a knack for finding connections between the most random things, and exploiting them to lethal degrees. Once per mission, you may point out any combination of three different creatures or objects around you, drawing a metaphysical “chain” link between them only you can see. Until one of the targets in the chain dies or is destroyed, any damage dealt by a target to another target within the same chain is doubled.
KINETIC: Your body can "charge up" with kinetic energy, allowing you to redirect devastating blows with minimal effort. Your body stores the kinetic energy you receive from impacts, and releases it in your unarmed attacks. Damage you take from all impacts (fists, bullets, cars, etc.) is halved, and can never reduce your HP below 1. Whenever you take damage from an impact, you may add that much damage to the next unarmed attack you make in the same scene. If you end a scene with damage stored, you must make an attack to release it immediately or take damage equal to what you have stored as kinetic energy rebounds within yourself.
KINGDOM: You are a cultist of the KINGDOM Aspect, a folder of space. Declare a secret or lost region. (ex. Limbo, a dimension hidden within a painting, a fractal garden, an infinite library, etc). You may roll +TAC to try and find the nearest gap in reality that leads to this hidden place, though entering it may be a different endeavor altogether. You may learn of a new hidden region instead of the usual advancement options.
KINO: You are the aesthete of the band, nobody cares about or has as much style as you. you are meticulous about every detail, and while that might take longer, you have the results to back you up. you may delay your next action to compose the scene more to your liking. When you do so, after your next roll, take one of the dice and change it so it shows a 6.
LEAP: You can jump great heights and lengths without rolling the dice. If it’s a particularly difficult jump, such as clearing a building and landing on the other side, you do so, but you will find yourself in a precarious situation on the other side. The referee will tell you what that is.
LEAP: There’s a real spring in your step. You can always jump great distances, whether it’s across a chasm, over a candlestick, or onto a tall building. If it’s a particularly dangerous or extreme leap, there will be a complication from over-exertion—the referee will tell you what.
LEGEND: Your name will be in the history books forever, but you aren’t quite sure what for yet. Whenever you roll DOUBLE SIXES, you can decide if you want it to be your legacy. If you do, you cannot roll less than a partial success for the rest of the scene, but you lose this trait when the scene ends. If you don’t, your roll becomes a normal success (instead of an ultra success) and you gain +1 WAR DIE.
LEGS: You have 1D6 additional legs, but those legs also replace your arms. You can now punch with the power of kicks, dealing 1D6+1 damage with an unarmed strike, however anything that would require precise use of ones arms or hands is now exceedingly difficult for you and must be rolled as worst 2-of-3D6.
LICH: You have, through some means, bound your body and soul to an object or person and have become immortal. When you die your soul is pulled from your body and returned to the Vessel, where after some amount of time your body will rebuild itself nearby and your soul will inhabit it.
LIMBO: You're stuck between life and death. You see ghosts of the dead as if they were still alive and may even talk with them. Whenever someone meets you for the first time, they have to roll a d6. On a 4+, they see you normally, otherwise you appear to them as a walking corpse.
LIP READING: If you're not noticed, you can precisely understand what people talk by their body language. If you're an expert in unusual things like aliens or eldritch entities, you can lip read their talks too as long as they communicate verbally. Also you can read people's emotions and intentions by their gestures and mimics.
LEGEND: you are a spirit of legend, always returning for more. When you die for the first time, roll 1d6 and on a 4+ come back to life with 1d6 hp remaining. If you do die you may return after a long period of time (referees choice) with full hp. Due to your legendary status your enemies will have knowledge of your ways and technology/magic/strategies to counter you.
LEOPARD: you were born into great stealth and agility. climbing and moving about silently are no challenge to you. when you would make an attack against an opponent who is unaware of you or your position, add +2 to your roll. you cannot use that bonus if you are wearing anything that would increase your ARMOR.
LIFE INSURANCE TONTINE: If you die on a mission, and it is made to look like either an accident or natural causes, all surviving PCs Advance at the end of the operation.
LOAD: You carry a high-tech device that fabricates ammo for any situation, and can load it into any ranged weapon. When you do, come up with a snappy acronym with 3 to 5 letters (e.g. EXO, BLAST, STING, BURN etc). The next attack the loaded weapon makes has additional properties based on the words in the ammo’s acronym (e.g a TSAR round with “Target Scanning Aerial Reconnaissance” as its words could show you the location of a hidden airborne enemy). These properties can have nearly any effect, except for adding raw damage to an attack. Write these acronyms down somewhere, as you can never use the same one twice.
LOMAX: You are dead, a regular corpse. However, you're too useful for the team to let you go. You cannot move or act on your own, but your teammates can walk you around and convincingly fool people into thinking that you're still alive. Your teammates get +2 to all rolls made while they are "helping" you, and you can use your traits as normal if you & your team can describe how they make it look like you're doing it yourself. You can still take damage and “die” as normal; upon reaching 0 HP your body becomes destroyed and unusable.
LONGLEGS: You are exceptionally tall, long and spindly. You ambulate with a squatting hunched gait, and are able to clamber over obstructions or peer over cover with ease. Characters smaller than you cannot grapple or restrain you without employing tools, and you can wield two-handed weapons in one hand (though using them effectively may be more difficult). Most armor and clothes do not fit you unless specially tailored for you.
LOOSE CANNON: They thought when they took your badge that they'd taken your authority, but all they did was take away the rules holding you back . Whenever you talk with law enforcement, military police, security guards, and their ilk they'll always drop a clue about something important to the current mission or situation, whether intentionally or otherwise.
LOOT: sometimes, when you break random objects, they contain helpful supplies, even if they could not possibly contain those supplies (or anything at all). when you destroy any object that is at least 3 feet long in one dimension, roll 1d6; on a 6, roll another 1d6 and receive one of the following: 1. medkit (heals 1d6+tac hp, one use) 2. stimpack (+2 to your next roll, one use) 3. grenade (1d6 damage, one use) 4. buckler (prevent physical damage once, breaks afterwards) 5. dagger (1d6 damage) 6. handgun (1d6 damage, 1 random weapon mod)
LOSER: About the only thing you’ve ever won is the loser contest. Upon picking this trait, the range for failures becomes 2-8 and the range for partial successes becomes 9-10. Any time you fail a roll, put down a marker on your sheet. Whenever you have five markers, you may exchange them to make your next roll an automatic success.
LUCKY: Did you make a deal with a supernatural entity? Is your quantum probability field abnormal? Have you just been lucky about being lucky? Whatever the cause, put your feet up and take a break, because when the going gets tough it’s better to be lucky than good. Once per session, use a War Die without consuming it.
MAGE: You have the ability to use magic, explain why. Pick what sorts of spells you’d like to use, before a session you can add up to five prepared spells to be able to use in a mission, every time you go to use one of the five prepared spells, roll+Creative to see if your spell casting goes correctly, Failures means the spell goes completely awry and does something different( the referee will decide what), this will always be negative. Partial successes means an element of the spell is different from what you wanted, but this isn’t always bad. Full success does what is expected and 12’s means the spell has additional positive effects. Spells can only be used once per mission. If you have prep time during a mission, you can change unused spells to be something different
MARK: You leave an impression on your foes, which in turn makes them want to kill you even more when you would deal fatal DAMAGE to an enemy, you may instead leave your mark on them, such as a scar across the eye or a missing finger, and have them retreat from the mission area. Every time you leave your mark on someone, you gain either 1D6 MAX HP, +1 to an attribute of your choice, or 1D6 WAR DICE. However, your humiliated enemy is going to want payback, and they’ll gain new strength from their hatred of you. These nemeses gain double their MAX HP, +1 ARMOR, and an appropriate trait-like ability; this bonus becomes exponential for every 4 nemeses you create (4 nemeses makes the bonus triple their MAX HP, +2 ARMOR, and two traits, 8 makes the bonus quadruple their MAX HP, +3 ARMOR, and three traits, etc.). Your bonus for humiliating enemies increases alongside nemesis strength in a similar fashion. Before the beginning of a mission, roll 1D6; if you roll equal to or below the amount of nemeses you have, one is guaranteed to appear in the mission.
MASKING: You have trouble displaying your emotions, so you possess a limitless menagerie of masks to assist you. You always have a mask to depict your desired emotions or image, including images of subjects which you have not even seen. Once per mission, you may create a perfect mask portraying someone else, while wearing this mask you have a complete understanding of their memories, ideology and thought process. You are able to do anything the portrayed individual can do, within the bounds of your physical limits.
MASOCHIST: You live only to take on more pain. You always take double DAMAGE from all sources. However, you may use the DAMAGE you take to enhance your abilities: mark down every 1 DAMAGE you take. You may use up one of these markers to add +1 to any of your rolls. Additionally, once per mission, you may completely ignore death for a short period, allowing you to absorb a theoretically infinite amount of DAMAGE. However, you die after you roll the dice six times while in this state, and you can only exit this state if you are healed back to your MAX HP.
MASTERMIND: You have a plan for everything to a point of absurdity. Once per mission, when you or an ally fail a roll to do something risky, you may describe how the failure was secretly a part of your master plan, making the consequences of the failure help you out in a way of your choosing.
MASTERMIND: The spotlight is not for you. You prefer to exert your influence over the situation through whispered suggestions and planted ideas. At the beginning of each mission (unless you already have it), you gain a special WAR DIE. If this WAR DIE rolls a 3 or lower when used on an ally’s roll, you get it back.
MEDIGUN: You own a piece of marvelous technology that can instantly heal even the most grievous of wounds. Once per mission, you may set this device to overcharge, giving it one of the three following effects: +2 ARMOR for a teammate while your beam is attached to them, +2 DAMAGE for a teammate while your beam is attached to them, or setting the Medigun to heal 2D6 HP instead for the rest of the mission.
MEMBERSHIP: You’re a loyal customer of Colony’s, and they’re always happy to offer you their best merchandise. While you have this trait, Colony is guaranteed to appear to you (but not necessarily the rest of your team) every mission. Additionally, anything you purchase from them is discounted- colony’s STANDARD INVENTORY costs one item, and their DELUXE INVENTORY costs three. Colony will burst out of your body if you die.
METALLIC: maybe you’ve been dipped in chrome, had most of your organs replaced with stainless steel and electrical wiring, or were always made of metal, but the result is the same: you can conduct and redirect electricity and are weak to magnets. when touching a source of electricity (or attacked with such), you can make an attack to shoot a bolt of electricity that chains to your FORCEFUL score’s targets. [Author: ghostlenin]
METAMORPHOSIS: You can shapeshift, freely altering your anatomy into new biological forms. Once per mission, you may transform to gain a useful adaptation—work out a special power with the referee that reflects your new form (e.g. gills to breathe underwater or compound eyes that see heat signatures).
METROPOLITAN: your knowledge of urban areas borders on the supernatural. you always know directions to a place as long as you know the name of it and once per mission you can locate a shortcut to a place, even if it is inaccessible otherwise.
MIDNIGHT: Once per mission, you can instantly change your appearance on a superficial level. Your clothing, hair, and any makeup can all be altered, but what lays underneath must remain the same. At exactly midnight (adjusts to timezone), everything will revert back to normal.
MIND BULLETS: You can shoot psychic energy from your brain! Who needs guns? Once per session you can use your psychic energy to destroy any weapon in sight automatically, causing it to explode like a grenade (1D6 damage). This trait can be taken twice, increasing the damage of your mind bullets.
MINGLE: You have a distinct ability to make people think you belong somewhere you don’t. Once per mission, if you would be noticed by someone in a restricted area, you may give them a silent nod that makes them accept your presence as if you’re supposed to be there.
MIXUP: You have a nasty four way mixup that can catch anyone off guard; scrubs are already petitioning the devs to patch it out next update. Whenever you would roll to attack, you may choose to roll 4D6 instead of 2D6; If any of the dice rolled lands on a six, you hit your opponent and deal your maximum DAMAGE. However, if none of the dice land on a six, your opponent blocks your mix and counter hits you; you receive double the DAMAGE you would normally receive from them.
MONKEY: you’re like a gorilla but smaller with a tail and penchant for flinging feces. you can manipulate items that require fine motor control with your feet and hands. you can also use your tail to manipulate objects, just not very well.
MONTAGE: You get so many things done that the narrative simply can’t keep up at a normal pace. Once per mission, you may declare three unique, risky actions you’d like to attempt and make a roll with no stats, bonuses, penalties or WAR DICE applied.Your result will apply to all three actions, and the ref will narrate the important highlights (or lowlights) of their results.
MORTICIAN: As an expert in the care of the recently deceased, you can determine the cause of death within a corpse without needing to roll the dice. With a reasonable amount of prep time, you can also treat a corpse with your embalming toolkit and do one of the following: 1) repair and fortify it, granting it +2 MAX HP if it rises from the dead. It is considered fresh for a week for all purposes of traits requiring a fresh corpse; or 2) give proper funerary rites to it, preventing it from rising from the dead. Once per session, if you perform this to give a proper send off a dead comrade, you gain +1 WAR DIE.
MOTH: Between real and unreal, factual and conspiratorial, mystery flutters on dark wings. When investigating a scene or searching for clues, you may roll +CRE to perform a leap in logic. On a success, you're able to garner useful information about a scene from mere scraps. On a failure, the Moth takes delight in the mystery, and an impossible wrinkle (ex. cryptids, double identities, aliens) becomes temporarily true, making the situation worse. Your role is irrelevant- advance at the end of a mission if you put yourself in danger chasing a secret, mystery, or truth.
MOTLEY: Nothing about you is cohesive. you seem to be made of multiple different, competing components that are barely held together by solid stitching and sheer force of will. it is hard for you to speak in coherent sentences. When you roll the minimum on a damage roll, roll 2D6: choose 1 of those dice to deal as damage and the other to regain that much HP.
MYCELIAL: You've always preferred the underbelly of things, darker and removed from the rest of the world — and now, some of the dark underbelly is in you. You have a fungal infestation, a parasite to be frank; but it's not all bad — some nutrients here and there, a chunk of your skull or chest cavity taken up by mushroom (internally! Probably...), and you get some nice benefits. Like tendrils that can connect to the recently dead, letting you once per scene examine through someone's memories, and discover information that they knew (the clarity of information dependent on how 'fresh' the body is).
MYCELIUM: You are an emissary of the fungal superbrain. You are capable of communicating with colonies of any type of fungus; they will be able to answer any question as long as they could reasonably do so (e.g. describing a vibration they felt, what they have eaten recently, or a nearby person that carries a fungal infection). Additionally, once per mission, you may unleash a cloud of spores from your body that will irritate and inflame flesh, causing most biological entities to flee from you.
NAME: A name holds great power, and you know that most of all. You have +1 on rolls made against characters whose real name you know (not nicknames, not callsigns, not codenames). You lose this effect if they also know your real name.
NAVIGATOR: You are skilled in travelling unmapped and unfamiliar terrain, from industrial zones to alien wastelands. If you find a viable vantage point, you can immediately identify key points of interest and always know where you are in relation to them.
NECROBIONICIST: You never let a good body go to waste. With a reasonable amount of prep time, you can reanimate a fresh corpse to do your bidding using experimental technology. It is restored to MAX HP, and retains all traits or other abilities it had in life, but is otherwise (mostly) mindless. However, there is always one complication - roll 1D6 (1: It becomes hostile and aggressive, attacking everyone on sight. 2-5: It is visibly falling apart, losing 1 HP for each action taken. 6: It regains memories of its former self, and begs you to end its torment.) Unless you rolled a 1 or 6, you can always command your cyber-zombie to perform an action by rolling +TACTICAL.
NECROMANCER: Through some uncanny methods and enough prep time, you can raise the dead. These men are under your control and listen to only your command, which might bite you in the ass as they take everything literally and are always listening. The dead retain some of their motor skills and unique abilities from life.
NECROMANCER: Through ritual magic, you may animate and control undisturbed corpses within eyeshot without rolling the dice (but you cannot control more at once than your CREATIVE score, with the minimum being one). To determine the HP of a reanimated corpse, roll 2D6, take the lowest, and halve the result (rounding down) with the minimum being one. Undead cannot follow complex instructions, use tools, or act without direct necromantic oversight. Clear, simple orders like “follow me,” “wait here,” or “guard this” will always be followed, but more complex tasks will require a +CREATIVE roll. Note that the exact results of this roll may not always be immediately clear, at the referee's discretion.
NECROMANCER: You can manipulate the dead to do your bidding. You may resurrect the corpse of a dead being after 10 minutes of undisturbed dark sacraments, or instantly by spending a WAR DIE. The resurrected dead will have half of their MAX HP due to their decaying flesh, but +2 ARMOR at all times due to their inability to feel pain. The resurrected are capable of following simple commands, but are incapable of doing complicated tasks such as repairing a vehicle or hacking a computer. Agents of death such as psychopomps will always be hostile to you.
NEMESIS: There’s someone out there you have been fighting against for your entire life, and you’re not about to let them win. Upon picking this trait, create another character sheet with an equal amount of traits and other bonuses as your current character and hand this sheet to the referee. This character advances when you do; describe who this character is and why you hold a grudge against them. Before the beginning of a mission, roll 1D6. There is an X-in-1D6 chance that your nemesis will be in the mission area and attempt to destroy you, with x equal to the amount of missions passed without your nemesis appearing. Your nemesis is like you, and whenever you or they would roll the dice to do something risky, you make an opposed roll to them and vice versa. Whenever you would deal fatal damage to your nemesis, there is a 3-in-1D6 chance that they survive the encounter and retreat to fight another day. If you would kill your nemesis, you receive their traits, WAR DICE, and MAX HP. If you are able to reconcile and put your differences aside, they join your team and follow you into missions similar to the RECRUIT trait.
NEWSWORTHY: beyond just being famous, your name always seems to be in the news and everybody has an opinion about you, whether good or bad. In any group you’re in, the limelight always seems to fall more onto you than anyone else. whenever you do something risky that involves a social interaction, roll an extra 1D6. if you roll an odd number on this die, subtract it from your roll. if you roll an even number, add it.
NO MERCY: No prisoners is your motto, roll a d6 when near a dying enemy to pull a gruesome finisher on 5-6, otherwise your blow doesn't land(this probably can’t stack with harvest) when you land a finishing blow, describe what you did in detail(or don’t, ask the ref) and then gain an extra dice on your next roll and take the best 2, using this trait might make enemies more brutal towards the team as well.
NON-EUCLIDEAN: You’ve realized that the physical world is not a flat surface, and is instead akin to a folded piece of paper with holes within it; You have learned to travel through these holes. You may create a fold in spacetime that allows you to pass from one physical point to another; this path will include hard to traverse geometry and entities that may be hostile towards interlopers. This fold may be accessed by anyone, but you may seal either end of the fold by rolling +CREATIVE. On a success, you close it without a hitch. On a partial success, spacetime will experience a minor rupture, and everyone inside will experience some adverse effect until they leave. On a failure, the fold collapses in on itself, destroying everything inside.
NOISE SUPPRESSION FIELD: You use an energy field that makes all your actions silent. Enemies can't hear you and your weapons have "Silenced" keyword. Loud actions will become regular. The field is highly visible in infra-red spectre, so enemies with thermal sight will notice you instantly. You can toggle the field at any moment with no actions required.
NORTH STAR: You are learning an ancient martial art which focuses on attacking opponents' pressure points, allowing you to kill them instantly. Once per season, on a humanoid target, you can instantly kill them using their pressure points. Afterwards, you can attempt to do this again but will instead have to Roll+forceful to see if it’s a success, partials will do a 1d6+Forceful. This technique might not work on certain people at all–the referee can explain why
NOSE: Your nose is oddly pointy and strangely sturdy. This makes it a surprisingly effective weapon, dealing 1 DAMAGE on a hit. Each time you roll a success when convincing others of a lie, it grows and gains a +1 DAMAGE bonus (maximum of +5, resets every mission), but everyone now knows you lied.
NIGHTMARE: Whatever you may be, you embody primordial fear itself - even your mere presence unnerves everyone around you. Whenever you try delve into a target’s greatest fears, roll +CREATIVE. On a partial success or above, you learn what they are most afraid of, as well as their CHOKE score, if they have one. On a full success, their CHOKE score is also reduced by 1, to a minimum of 1, and they are discouraged from attacking you. When a target becomes CHOKED, you appear to them as their worst nightmare, and the damage you deal from your first successful attack roll against them is doubled.
OATS: something is wrong with you at a molecular level, and the thing that is wrong with you is that instead of liquid blood, it’s oats. except it’s not just your blood. All of you is made of oats. when you walk, oats just flake off you. when you get hit, oats explode off your body into the air. when you consume boiling water, you can turn into a puddle of sentient oatmeal. it takes you 1 hour to reconstitute yourself into human form. if bits of you get separated while in oatmeal puddle form, when you reconstitute, you have an appropriate amount fewer HP until you can rest and regrow your oats. eating oats does not make you stronger
OBSCURA: Become so good at hiding that others doubt your existence. Once per mission, choose two media through which you become undetectable, such as sight, hearing, surveillance cameras, tracking devices etc. You gain +2 to REFLEXIVE rolls against anything that requires those media to perceive you, however your imperceptibility ends if you attack, get hurt, or affect your surroundings in a significant way - the Referee decides which.
ORBS: You can manipulate an ancient resource known as Orbs. You have a total of 3 orb slots; whenever you roll a success with an attribute, you generate a corresponding orb (FORCEFUL generates a lightning orb, REFLEX generates a plasma orb, TAC generates a frost orb, and CRE generates a dark orb). Lightning orbs deal 3 extra DAMAGE whenever you deal DAMAGE, plasma orbs give +1 to all rolls, Frost orbs give +1 ARMOR, and dark orbs gain an extra 1D6 DAMAGE every time you roll the dice and can be expended to deal DAMAGE in lieu of a regular attack. As additional advancement options you may gain 1 extra orb slot or double the effectiveness of your orbs.
ORDNANCE: there's nothing you like more than big guns (take that how you will). Before you roll the dice to attack you may announce that you are “attacking recklessly”, when you do, subtract a number from 1-3 from your roll but add that number to your damage roll.
OVERDUB: You have to get this rated-R mission on prime time cable television somehow. Change any line of NPC dialog containing swear words to something ridiculous. "I'm gonna fuck you up!" becomes "I'm gonna buy you lunch!" The enemy is then obligated to follow through as if that's what it intended to say.
OVERSIZED: Your small stature doesn’t stop you from wielding the biggest weapon you can get your hands on. When you attack with a weapon with the HEAVY tag, you can choose to roll + your inverted FORCEFUL score and add DAMAGE equal to your inverted FORCEFUL score (e.g. +1 if you have -1 FRC, or -2 if you have +2 FRC). On a success, roll +FRC to keep control of your unwieldy weapon.
OVERWATCH: You coordinate with your teammates to get the drop on your enemies. If you prepare in a good vantage point and have sight of your teammates and the enemy, you may instantly roll your DAMAGE on an enemy whenever your teammates DAMAGE them.
OWL: You are a cultist of the Owl Aspect, possessed by cruel hunger. Once per mission, you may look upon a character and initiate THE HUNT. When you deal damage to a character you are hunting, you may roll twice and choose either result, or roll once and additionally injure or maim them. This effect lasts until one of you is dead- letting your prey escape too many times will mark you as weak, and other hunters may wish to make a meal of you.
OWL EYE: You can detect small details on a long distance without using optics. If using ones, you can analyze the distant picture with immeasurable precise like reading hand-written text, or seeing if someone gun's safety is on, or calculating distance between objects with an accuracy of up to a centimeter. You have +1 on attack rolls for long ranged weapons.
OZ-BORN: you have an unnatural hatred of tornadoes and once per session, you may commune with an animal to turn it into an Animal, giving it the power of speech and complex thought. roll 1D6: on a 1, the Animal is immediately antagonistic to you; on a 2-5, it is suspicious, curious, and intrigued by you; on a 6, it becomes your devoted follower.
PACIFIST: You can’t bring yourself to kill another being, you might harm another in self defense but not kill. Your decent nature lets you have a higher degree of success in trying to talk your way out of bad situations and avoiding damage, along with gaining +1 to any other non-combat roll, but as well a lower degree of success when rolling to attack. Any action you take that directly kills another being will break you and you’ll no longer be able gain advancement from your role.
PAIN DIVINE: What doesn’t kill you, heightens your senses, stimulates your nerves, and draws you closer to divinity. As long as your HP is equal to or less than half your MAX HP, you gain +1 to all of your attributes. If your HP is also equal to 1, your wounds and weapons begin to emanate an eldritch aura, and all attacks made by you deal an additional +1 DAMAGE in addition to ignoring armor - no one is truly safe from the pain you share as you verge on transcending your mortal coil.
PENDULUM: All must be balanced, but you can swing that balance in your favor for a short while. Thrice per mission, you can shift the balance of the cosmos in your favor, making your next roll a guaranteed 12. The roll after that will be a guaranteed failure as to maintain the flow of the universe.
PERFECTIONIST: You feel you have to do things right, no matter the toll. At any time, you can reroll any d6 roll you make and must take the new result. When you reroll, you take 1 STRESS. If your current HP is ever less than or equal to your STRESS, you collapse from exhaustion. You may remove 1 STRESS if you heal or take a few minutes to confide your struggle in a friend. If you don’t reduce your STRESS within 10 minutes of collapse, you die. STRESS does not reset at the start of a new mission.
PETTY: you never one to let a slight go unreturned (and often escalated), and a lifetime of one-upping the digs, barbs, and cruelties slung at you has made your tongue (and hands) sharp and quick. if an enemy deals damage to you, you immediately earn 1 WAR DICE to use on your next attack against that enemy.
PHAGOMORPH: Science struggles to fit you into any one category. Using a combination of your conscious understanding and innate ability to decode DNA, eating the flesh of a creature you have seen in person allows you to morph one body part of your choice into an analogue of the creature's corresponding limb. Over the years, you've also managed to pick up more than just external physical traits- the very scaffolding of your body has changed somehow. (Pick between +1 FRC, +1 RFX, or +1 maximum HP.)
PHLEBOTINUM: You always carry a flask of a chemical concoction of your own creation. Whenever you drink it, rub it on something, or otherwise make use of it, declare what effect you think it should have and roll +CREATIVE. On a success, it does exactly what you want; on a partial success, it does what you want, but has unexpected side-effects; on a failure, the referee decides on an alternative outcome that works against you.
PHOTO: You have a magical camera that allows you to literally capture the moment. You can use a roll of film to take a picture of anything no larger than a semi truck and remove it from the physical space, storing it inside the photo. You may then return the image’s contents back to physical space by speaking a magic word of your choice.
PHOTOGRAPHER: You are skilled with a camera, able to take several key photos in a matter of seconds. While reviewing your photos, you identify a key detail your team missed in the moment. Roll +TACTICAL to try and understand what you’re looking at. The referee will tell you the specifics.
PIE-MAKER: With a touch, you can bring the dead back to life. If you touch the revived again, they'll return to the grave on a permanent basis. But if you *don't* touch them again, and allow them to live longer than 60 seconds, someone or something nearby will die in their place. (The victim will be the rough equivalent -- a human for a human, a plant for a plant, etc.)
PLAN: You always have a plan B. Before the beginning of the mission, discuss the “plan A” with your teammates, your general plan of approach. The first time someone rolls a failure while following plan A, you may declare that it’s time for plan B and do the complete opposite of your original method of approach (e.g.quiet and stealthy becomes loud and violent, lightning fast becomes slow and methodical). The first time everyone would roll to do something risky following this new plan, they automatically succeed instead.
PORTER: You’re very good at carrying things. As long as you can explain how you’re carrying it (such as holding it, putting it in a pack, tying it onto your arm), you can carry any object, no matter its weight. The referee can never state that you drop anything you’re carrying.
POISONOUS: your bare skin causes severe reactions in anyone who touches it with their bare skin. when that happens, roll 1D6 for the target: 1-2 - hives, impossible to hold anything and wearing clothes is extremely uncomfortable; 3-4 - anaphylaxis, throat closes up and cannot breathe; 5-6 - discharge, every orifice begins leaking.
POSSESS: Many operatives resort to stealing dead bodies for their abilities. You on the other hand can possess a living creature by rolling +FORCEFUL. On a success, your body falls unconscious, transferring your soul into your host. You can pilot the host’s movements and speak through them, though this doesn’t mean they have no chance to fight back. If you actively put the host’s body in obvious danger, roll +TACTICAL to appeal to their consciousness. Failure to do so or the death of the host results in your soul getting forced back into your body, taking 3 DAMAGE. If your body dies before you return, so does your soul.
POSSESSION: Once per session you can channel demonic power to transform into a terrifying beast. Roll +FORCEFUL to force your enemies to either flee or grovel. You can roll 3D6 and drop the lowest when attacking fleeing enemies. When reduced to 0 hp you return to your normal form and hp from before you transformed and fall unconscious. When you transform roll 1d6, on a 1 or a 2 you lose control of yourself and the referee controls you until your transformation ends.
POSSESSION: You are able to exert your will and possess the bodies of other beings. You may roll+CREATIVE to project your soul into the body of any living being that you see. Your original body becomes cold and lifeless upon possession, and is completely defenseless. While possessing something, you use all of their stats and items while still retaining any traits you may have. If you take more than 3 DAMAGE while possessing something, the original spirit will attempt to reassert control and force you out, making you roll+CREATIVE to maintain control. Every time you are forced back into your body you lose 3 max HP until the end of the mission.
PRACTICE: When your moment arrives, you can finally show off your training. At the beginning of a mission, choose one action to begin practicing (e.g. a cool flying kick, curving a bullet’s trajectory, or the perfect landing.) During a mission, you can take a few minutes to practice your action. After you have practiced your action at least two distinct times, once per mission, you can replace a roll where you complete your action with an Ultra Success.
PRAISE: Through your belief and/or connection to a deity, you've gained the ability to curse foes in their name. Once per active combat, you may curse a foe, giving everyone +1 to all rolls against them. You may curse additional times by successfully rolling +FRC.
PRETEND: Are you actually here? are you actually real? is anyone? is anything? you really don’t want to know the answers to those things so have decided to move through life as if some exterior entity is playing you as a character in a game. once per session, you can reroll any roll because “your player’s hand bumped the table” or “the dice landed cockeyed” or some other suitable excuse.
PRINCESS: Who let you on this mission? You’re supposed to be up in the tower, safe and sound! Once per mission, you can feign helplessness, causing a hopeful suitor to enter the scene, ready to aid. They have 2 HP and CHOKE 3: Decide it isn’t worth it. They attempt to help you with your current task, adding +4 to your roll.
PROTAGONIST: The story has deemed you important. Your influence on the world around you is a little stronger than others’. The first WAR DIE you add to a roll each mission has its effects doubled. Additionally, whenever you spend a WAR DIE on a roll, you can replace a die with the WAR DIE rather than adding it.
PROTOTYPE: You are the blueprint for a new generation of operatives, but at the moment you still have some kinks to be worked out. Every time you roll to do something risky or do not already have a similar trait for (i.e. ASTRONAUT, EMPATHY), first roll 1D6. On a 1-3, you roll 4D6 and take the worst two. On a 4-6, you roll 4D6 and take the best three.
PSYCHOMALLEATOR: You can roll +CREATIVE to attempt to manifest psychic blades of pure thoughtstuff. These weapons can be thrown or telekinetically moved, dealing 1D6 damage and ignoring armor- they disappear at the end of combat, if you lose concentration, or after a few minutes.
PUPPET: There are definitely strings on you. Most of the time they dictate your movements, but you’ve learned to occasionally tug them in a favorable direction. Whenever you are having trouble making a decision, you can allow the referee to choose your course of action for you. If you do, you earn +1 WAR DIE.
PYROMANCER: Once in a battle, you may pick a target that is mostly dry, and provided that you are completely dry and you target is in full view, roll 2d6 +3 for damage. The air around your target in a 10 foot radius spontaneously combusts, provided you can snap, clap or make major contact between your hands. The ref will tell you what counts. If your incineration failed or the target survived, they gain an exact knowledge of your location.
QUACK: You’ve tricked everyone into thinking you picked the EXPERT trait. When you choose this trait, choose an “-ology,” such as sociology, entomology, or cryptozoology. When you successfully convince someone of a fact related to your field of “expertise” that is blatantly wrong, gain a WAR DIE.
QUEST: You’re a chosen hero who does the same things over and over again for slightly better equipment. On taking this trait and after each mission, the ref will give you a quest for your next mission and decide on an associated reward. You choose the difficulty: easy quests (e.g. ‘kill 4 enemy grunts’) grant rewards like a grenade, a healing potion or a one use consumable. Medium quests (e.g. ‘Solve the mystery of a civilian’s disappearance’) grant rewards like armor, weapon tags or a meeting with a helpful NPC. Hard quests (e.g. ‘Kill a dragon on one-on-one combat’) grant rewards like unique collectibles, a free advance or an opportunity to fight a boss you shouldn’t be able to yet. Your heroic sword gains +1 DAMAGE for each quest you’ve completed.
RADAR: You don’t get lost easily- you just backtrack. You have a radar system in your vision that provides a top-down wireframe view of your immediate surroundings, and also has icons showing the locations of three specific things- write them on your sheet when you take this trait (such as medical items, CROs, land vehicles, gun parts, dimensional rifts, or predatory animals). These icons may get bigger and less precise if something’s particularly well-hidden, but they’ll always give you some idea of its physical location and move with their corresponding thing. Your tracking beacon creates a secondary radar map of the area surrounding it on use, which you can always view until the end of the mission. When you advance, you may add three more types of icon to your radar instead of taking one of the usual advancement options.
RADIOACTIVE: You emit some form of intense and harmful radiation. Once per mission you can unleash that radiation on an opponent for 2d6 damage, ignoring enemy ARMOR completely. However, the environment around your target becomes completely inhospitable, dealing d6 damage to anyone trying to pass through it.
RAGDOLL: You experience extraordinarily strange gravity when you are hurt. Whenever you take DAMAGE you are sent flying in the opposite direction of the source of DAMAGE; You knock over almost anything that you come into contact with and deal 1D6 DAMAGE to anyone you come into contact with. You may roll +REFLEXIVE to keep bouncing.
RALLY: You can summon hidden strength in you and your allies with your heroism. Once per mission, you may plant your rally flag in the ground, giving you and all nearby allies +1 ARMOR and +2 to all of their rolls. However, if anyone retreats from the vicinity of the rally flag, their ARMOR is one point less effective and they take double DAMAGE until they find cover. If using the rally flag turns around a hopeless situation, everyone gains a WAR DIE.
RAMPAGE: You’re full of destructive power that’s begging to be let out. You can always identify existing weak points in nearby structures and objects without rolling the dice. Additionally, once per mission you may go on a rampage. When you do, you move 1D6x50 feet in one chosen direction and wreck every inanimate object in your path, leaving a trail of destruction in your wake. While rampaging, you also have +1 ARMOR and can’t be stopped or restrained unless you die.
RAMPAGE: You can enter a blind rage at will, compounding your destructive force on itself. Each time you succeed on a FORCEFUL roll, gain +1 FORCEFUL. This bonus accumulates until you snap out of it and calm down, in which case your FORCEFUL attribute returns to normal. Rolling a failure with a cumulative bonus will leave you exposed, making all attacks against you add your cumulative bonus to their DAMAGE.
RATTY: you are a human person of very few words that also happens to always be wearing so much clothing that no one else has ever seen what your totally normal human being body looks like. you like doing things that human beings do, such as playing in a band with your friends and being a mercenary soldier. you absolutely are not a jumble of rats. [AUTHOR: ghostlenin
RAPID: Your combat philosophy is to spray and pray. You may, at any time, attach your LEADSPITTER module to any firearm, pushing it into fuller-auto mode. While firing a weapon in fuller auto, you deal an additional 2D6 DAMAGE and all attacks become ARMOR-PIERCING due to the sheer volume of projectiles fired. However, the recoil will become so powerful that you may as well not even bother aiming; All rolls to attack with a fuller auto weapon suffer a -3 penalty, and on a failure you will hit an unintended target(s). * LEADSPITTER module (sets firearms to fuller auto mode), -2 TACTICAL RECOGNIZABLE: you are a public figure of some renown (musician, actor, politician, etc.). whenever someone sees you undisguised for the first time, roll 1d6; on a 6, they recognize you. anytime you take a risky action that involves someone that recognizes you, roll 3d6 and take the best two.
RECYCLER: You can use something other than traditional ammunition as ammo for your weapons. Choose a single common descriptor such as Junk, Fluids, Electricity or two uncommon descriptors such as Grenades, Cups, Cola. When you attack using your unique ammunition you gain a bonus to the damage roll equal to your +Creative Attribute.
REDHOT: Your touch brings the heat. making bodily contact with anything you choose gets extremely hot: flammable and organic materials ignite and burn, water evaporates, metal melts. declare the amount of scorching you wish to try to inflict before you roll so the referee can adjust the consequences based on the result of your roll.
REDLINE: You live on the edge between life and death, drawing power from it. At any time, you may push yourself to your limit and increase all of your attributes by 2. However, while you are pushing yourself, you compound 1 DAMAGE to yourself for every dice roll you make until you exit this state.
REFLECTIONS: You step freely between the world and its many antitheses. You may enter clear reflections or jump from one to another by rolling +REFLEXIVE, potentially encountering strange inverted versions of whatever’s outside them. If a reflection is heavily obstructed in some way (such as a mirror breaking) while you’re inside, you will become trapped within it until the obstruction is fixed. Additionally, once per mission you can bring an object from a reflection into the real world with you.
REFRESH: Whenever you use a once per mission ability or item, such as a medkit or FATALITY, you may roll +CRE to refresh your use of this ability. Every time you refresh an ability or item, you receive a -1 cumulative CRE penalty until you fail to refresh, wherein you regain your CRE and lose the ability to refresh until the beginning of the next mission.
REHEARSE: You’re a capable leader who can show people how to do things easier. Once per mission, if you are in a safe area and have enough time, you may rehearse a specific act with your teammates, such as doing aim training or tying knots, they roll 3D6 and take the best two while doing that act until the end of the mission.
REMOTE: Your physical body is stowed away somewhere safe as you psychically control an artificial body for combat. This artificial body uses your other traits and grants you an extra 1D6 MAX HP or 1D6 WAR DICE alongside another chosen option upon character advancement. Whenever this artificial body is reduced to 0 HP, the body must be extracted from the mission for repairs or you will have to craft another one, rendering your character unable to insert until the end of the next mission. Failing a +CRE roll with this trait will cause psychic interference, causing your traits to change as if affected by VOLATILE (not rerolling REMOTE).
RESIZE: You have a device that can increase or decrease the size of any object by zapping it with a laser (down to half or up to double its normal size). Objects can be returned to their normal size by zapping them again; otherwise, they automatically return to their normal size after 2D6 minutes.
RETCON: Your abilities have suffered a permanent alteration due to metafictional bickering. When you take this trait, you may replace a word in the description of one of your traits (besides RETCON). You may remove as many as you'd like. For each single word replaced, subtract the higher die of 2D6 from your MAX HP. After which, this may never happen in the current game ever again, no matter what.
REVENANT: You're a conduit for the restless dead. Once per mission, you may speak with one dead character in the area and ask them a question. They will always answer truthfully, but their response will be extremely vague and obscured by their own ruminations. If you are responsible for the character’s death, they will ignore your question and yell at you instead.
RING FIGHTER: once per session, manifest a fighting ring around only you and 1 enemy. describe how the ring is formed. you may leave the ring at any time, but they cannot. while in the ring, no other ally or enemy can interfere with your battle. temporarily gain 3 points of armor and add +1 to the total of any damage rolls you make. if you defeat your opponent, leave the ring, or are defeated by your enemy, the ring dissipates and the armor and damage bonus is removed.
ROCKET-JUMP: You’ve learned how to use the propulsive force of explosives as a form of locomotion. You do not take self-inflicted explosive DAMAGE. In addition, you may launch yourself a short distance by rolling +REFLEXIVE when you have any explosive weapon equipped. You are still susceptible to the fall, however.
ROGUE: you are an incredible pickpocket, able to easily swap things from anyone unaware. Even those who do know of your existence can still fall prey to your deft hands but this will be more difficult in some way–the referee will tell you how.
ROSEY: Everyone loves getting roses, and you are here to deliver with your silky petal skin. you can change your color with 10 minutes of dedicated meditation. depending on what color you are, you provide bonuses to your bandmates. red: +2 TEMPORARY HP; black: +1 FORCEFUL; yellow: +1 TACTICS; pink: +1 REFLEXIVE; rainbow: +1 CREATIVE.
ROULETTE: You use potent but extremely cursed ammunition that occasionally has a mind of its own. Six times per mission, you may load a ranged weapon with this ammo, declare a target and fire- you will always hit them, no matter what may get in the way or how long it takes. However, at the start of each mission the referee rolls 1D6 in secret- when you fire the bullet with the corresponding number, the target is the ref’s choice and the shot is guaranteed to kill.
ROYALTY: you are a Queen, Prince, or any other kind of majesty, and you spare no expense in making sure the world knows it, too. any time you succeed on a roll in a social, non-combat situation, you can make a request of the NPC you rolled against that you can expect to be fulfilled as if they were an old, dear friend.
SANGUINE: You have an experimental suit that can directly convert your blood into physical energy. After making a roll with +FORCEFUL or +REFLEXIVE (but before knowing the consequences), you may lower your Max HP by 2 for the rest of the mission to increase your result from a failure to a partial success, or from a partial success to a complete success.
SAVE STATE: You can save the game before a roll. After the outcome is narrated, you can reload. You have three save slots per mission. Each time you reload, roll 1d6. On a 1, the save is partially corrupt, and the game reloads without you. Corruption rolls exist outside the boundaries of space/time and cannot be altered or rerolled.
SCIENTIST: You are an expert in some niche field of fringe science. Once per mission you can declare an obscure and strange law of the universe and it will become true. Roll 3d6 and take the highest two if this law can be applied in some way. The referee can make you roll 3d6 and take the lowest 2 if the law works against you.
SCRATCH: When you would take damage rather than reducing your HP you may instead reduce your MAX HP by 2 and ignore the damage you would have taken. When you do so you lose a limb starting with your arms, then legs and finally your torso (leaving only your head) you may only use this trait a number of times equal to the amount of limbs you have. The referee may infer what you are able or unable to do based on missing limbs. You regain any lost Max HP and or limbs that you lost due to this trait at the start of your next mission.
SEANCE: Whenever there are calls from the grave of unfinished business, you’re the first to answer. Using your grave token and a fresh corpse, you can conduct a 10-minute ritual to ask the spirit it belonged to a single question which they must answer truthfully. Once per mission, if one or more bandmates have died recently, you can summon their spirits from beyond the grave to make their final stand. They make one attack or activate one trait they had in life, succeeding without a roll, before disappearing forever into the afterlife, never to be summoned or brought back to life again.
SECRET KEEPER: You've been recruited to an agency that would prefer the paranormal aspects of the world remain secret. From now on your role is irrelevant instead at the start of each mission the referee will give you something to cover up. Henceforth you only advance if you achieve this goal. In addition to aid in this you've been equipped with a memory altering device, you may use it to succeed at convincing any number of people that a single falsehood is in fact true without needing to roll the dice.
SEPTICFLESH: As Patient Zero of a supernatural, incurable, necrotizing plague that keeps you alive in a strange way, you are immune to all poisons and other diseases. However, you can never have higher than 6 MAX HP. You can always substitute a normal weapon attack with your pestilent touch against bare skin (3 DAMAGE). On a successful hit, the target must also roll 1D6. If the result is equal to or higher than your MAX HP, they are infected - flesh starts rotting away, pus leaks from every orifice, and they take 1 extra DAMAGE the next time they take DAMAGE. When you and anyone you infected die, your corpses rapidly decay into sludge.
SERPENTSKIN: Perhaps the Devil was onto something when they snuck into Eden in an ophidian form. Once per mission, if you roll snake eyes (two 1’s) but not outright DAMNATION, you may reroll one of the two dice. Also once per mission, if you would roll to escape anything physically binding or restraining you, you may instead choose to shed your serpentine scales, allowing you to successfully slip free at the cost of destroying any armor on you in the process. Your scales regrow at the end of the mission.
SHATTER: Anything can break around you, whether you wish it or not. Once per mission, you may shatter any item in your inventory, as if it was an accessory. Additionally, whenever your character would die, you may cause this trait to shatter - bringing the character back to MAX HP, but losing this trait. Any stat bonuses associated with the trait vanish and the character cannot regain this trait by any means possible. Doing this leaves a mark on the character, be it physical or otherwise - the referee decides on what that mark is.
SHIFT: You can shift into another dimension to avoid and bypass threats. Once per mission, you can shift into an alternate dimension identical to the one you’re in, except no organic life other than you exists. you remain in this dimension for one minute, or until you choose to leave. if you reappear inside another living being, they explode, messily.Slasher
SKIP: Once per mission, when things are looking particularly dicey, you can perform a time jump. As long as the whole party agrees, you cut to the end of the current scene to find yourselves safe, and alive. The referee will describe your new current situation, and each player can describe a flashback to a moment that was skipped. Through the flashback, you may choose to have completed your immediate objective, but the referee will include a complication (everyone gets injured, you used up some items, the macguffin is a decoy, etc.).
SLASHER: Prehistoric humans used their persistence to their advantage during hunts. You operate on the same principles, but your prey tends to be other people. Once per mission, you can declare one creature you see to be marked for death. As long as the marked target is alive, you are always aware of their location, and you never become physically tired from pursuing them. However, your macabre obsession with your target results in you taking -2 to all rolls avoiding attacks from everything else.
SLUMBER: You can disrupt circadian rhythms, putting things to sleep much earlier than usual. You may roll +CREATIVE to try and put something to sleep. On a success, they drop into a deep slumber and do not wake up for 10 minutes unless they are disturbed. On a partial success, they become drowsy, giving +2 on the next roll involving their reaction time. On a failure, the thing becomes more alert, giving -2 on the next roll involving their reaction time and instantly revealing your position to them. You cannot use this ability on things that do not require or cannot sleep.
SLUMBER: You are perpetually asleep, yet still able to function normally. You are active 24/7, and you become immune to all sight-based damage (as your eyes are permanently closed) and all forced sleep effects (such as sleeping gas). Once per mission, you can apply dream logic to a situation, changing the outcome of an action you take to something nonsensical.
SPECIALIZED: You decided that you do not need to expand your roster of powers, and should rather hone the ones you have now to perfection. Upon picking this trait, you cannot gain new traits by any means. However, your other traits become more effective: You double the positive effects of your trait, such as receiving double the uses of limited-use effects, double DAMAGE traits now deal quadruple DAMAGE, and so on. Note that the attribute bonuses of traits are not doubled.
SPADE: You work best when your luck's run out. Whenever you roll a failure, you may push your roll, rolling another 2D6 and adding it to the result. If you do, any result *higher* than 10 counts as a failure. Failure in such a way is often catastrophic.
SPEEDFREAK: You tackle things with immense velocity and agility - which can be seen in both your instrument solos and attacks. The time taken for you to perform risky actions is halved even on a partial success. You can also roll +REFLEXIVE to unleash a rapid barrage with your fists (1D6 DAMAGE, SHREDDER) instead of a normal weapon attack. Once you land a successful hit, take 2 DAMAGE and -2 to subsequent attack rolls for the rest of the mission - your limbs tire out from over-exertion, and you can’t attempt another barrage again until your next mission.
SPIN: Your fingers are dextrous and nimble, able to turn most objects into a lovely yarn. You may spend a WAR DIE to unravel something, then (given time) transform it into a woven accessory (destroy to prevent one instance of damage). If the object has any unique properties or effects, they persist when it is an accessory.
SPIRIT: You have a pact with an otherworldly spirit. The spirit has 3 hp and one trait of your choice (the effect can only be used once per session, the spirit can always use the trait item) that can affect both you and the spirit. when the spirit dies it reappears in the next session. depending on how you treat this spirit it may inconvenience you at some point in a mission but otherwise acts favorably towards you and your allies.
SMOKE: You are a cultist of the SMOKE Aspect, able to draw upon strong death magic. Whenever an allied character dies in your presence, gain +1 in a stat they had a positive modifier in, and -1 in a stat they had a negative modifier in, where applicable. You can see and speak to ghosts.
SNAKE OIL SALESMAN: You can sell even the most nonsensical lie. Gain an extra die to rolls to convince people of something when you talk quickly and put on a show (GM discretion).
SNARE: By taking a minute, you can rig a damaging trap out of objects in the environment. If an enemy enters the trap, roll +TACTICAL or +CREATIVE and deal 1d6+1 damage if you hit. You always know when one of your traps has been triggered.
SOLIPSIST: You are the only thing that truly exists. Everything else exists only because you are thinking about it. While considering the ramifications of this philosophy, you have become entangled in it; once per mission, if you are able to meditate uninterrupted for about a minute, something you have previously perceived not only stops existing, but it never existed to begin with. When you do this, you also erase something from your character sheet.
SORCERER: You are knowledgeable about the arcane mysteries of the world. When working with or resisting supernatural effects roll 3d6 and take the two highest dice. You can also roll +CRE to interfere with or take control of a supernatural effect. Your sorcery also affects you physically: Describe an unusual trait you have, like green skin or a third eye.
SORCERER: You are a shrewd and discerning manipulator of natural physical laws. Once per mission, you may choose a physical property of an object, such as its density, weight, texture, or temperature and change it to anything of your choosing. You may also spend WAR DICE to do this multiple times per mission.
SORROW: You permeate sadness wherever you go. Whenever you roll to do something risky, you may choose to spin a yarn about a horribly sad event that has happened to you (or will happen to you) that is tangentially related to the task at hand. If everyone at the table agrees that the story is fittingly melodramatic, you automatically succeed instead; If they do not agree that it is sad enough, roll 3D6 and take the worst two.
SMELLCASTER: Smells are the gateway to memory, once per mission you may pick a target and generate a smell which evokes a particularly nostalgic memory from their past. Roll 1d6: 1-2: The target is stunned, locked in an emotional recollection of their past. 3-4: A major component of the memory evoked is manifested into the real world from the depths of the target's mind. 5-6: You and any allies nearby are drawn into the recollection of the target's nostalgic memory, denizens of the memory will treat you with more hostility the longer you remain.
STANCES: You have the ability to swap between stances. For each of the 4 attributes (FRC, TAC, CRE, and RFX), come up with a name and an action that places you in a stance—perhaps you completely clear your mind to enter Athena Stance (TAC), or your body bursts into flames when you enter Lion Stance (FRC). You may enter any stance at any time, and cannot be in more than one stance simultaneously. While in a stance, you have +3 to rolls for the attribute that the stance corresponds to, and -3 to rolls for any other attribute. You may only exit your current stance after you have made at least 5 rolls while it is active, or once the current mission has ended.
STANCES: You have mastered combat arts that give you a significant upside and downside. Name three stances that you have mastered and what they do (ex. Ghost stance makes all DAMAGE you take equal 1, but you can also only deal 1 DAMAGE, Butterfly stance increases your REFLEXIVE score by 4 but you take triple DAMAGE, Challenger stance makes all ranged attacks miss you instantly but you take double DAMAGE from melee weapons). You may swap between these stances at will. Additionally, you may obtain a new stance as an alternative advancement reward.
STARMAN: every quality of yours is ethereal, otherworldly, including the soft blue light your body emits. you look upon this world with an aloof sense of wonder. others are both intrigued and frightened by you. once per session, you may perfectly replicate an action taken by another character or NPC, duplicating the effect but choosing new target(s).
STARSPAWN: You are a terrifying and beautiful emissary of the Ancient Ones, walking in the skin of mortal kind. The first time you reach 0 HP during a mission, you transform into your horrifying, true eldritch form, fully healing to MAX HP and destroying any armor on yourself. You don’t abide by conventions - in your eldritch form, you can’t spend WAR DICE, and instead add 1D4 to all rolls made to attack, use supernatural abilities or inspire maddening terror; subtracting 1D4 from all rolls made to do anything else. You revert to your mortal self at the end of the mission. You can choose to enter your eldritch form early by spending a WAR DIE.
STATE: You can turn yourself into a gaseous state, which lets you get through things like pipes, vents, etc. with incredible ease, but you're strongly affected by wind currents and pressure changes. If the enemy isn't aware of your presence, you can get inside them and return to your physical form from within, which kills them instantly.
STICK: You’re a living stick figure, drawn to the possibility of doing incredibly badass things. Whenever you resolve a roll, gain the listed amount of STYLE POINTS and mark down your total somewhere on your sheet (failure: 3, partial success: 2, full success: 1, ultra success: 4). You may spend the listed amounts of style points for the following effects: 2: increase an instance of damage you deal by 1, up to three times per instance. 4: ALL dice you make during and resulting from your next roll explode (see FIST: Ultra Edition p.73). 8: produce a relevant item for an immediate challenge from out of nowhere- it will have a complication of the ref’s choice, and vanish instantly after use. 10: gain a trait (but not its item or stat bonus) during your next roll, then immediately lose it. 16: roll an ULTRA SUCCESS automatically, but receive no STYLE POINTS for it. You cannot speak, but may gesture to communicate with others- close allies will typically have an easier time understanding specific meanings. If you spot an important-looking enemy stick figure, you and the ref are honour-bound to ensure that the coolest possible fight between you and them happens. random tag [p.84] and skin [p.141], -2 TACTICAL
STEALTH SUIT: You wear a special suit that rearranges and scatters heat and all types of rays, giving you +2 on TACTICAL rolls for sneak against thermal sights and things that work the same way. It also has replaceable camouflage pads giving +1 for TACTICAL rolls for sneak in other cases.
STICKY BOMBER: You always carry a trusty supply of sticky bombs, perfect for setting traps. With enough time or by spending a War Die you can set up a hidden trap behind a door or other obstacle that will trigger when an enemy walks through, causing them to instantly explode into a pile of blood and viscera.
STORAGE: You carry a one-of-a-kind hard drive, floppy disk, or other period-appropriate data storage device with unlimited capacity. You can instantly download or copy any amount of data from any computer system (or upload/copy any data you already have to one) without rolling the dice. If it’s something particularly well-guarded, like a high-security server room or a hacker collective’s records, there will be a complication- the referee will tell you what.
STORMCALLER: Bring forth the mighty storms, so that this world shall taste your fury. An arcane master of climate control, once per mission, you can invoke nature’s wrath in an outdoor area, empowering you. Choose one effect in that area for the remainder of the mission: • STORMS: Lightning strikes the land, your attacks gain +1 to hit and are ELECTRIFIED; • FIRE: Fire rains from the sky, your attacks deal +2 extra DAMAGE; • WIND: Strong gusts sweep obstacles away, gain +1 to rolls with REFLEXIVE; • QUAKES: Jagged formations erupt from the ground to shield you, gain +1 ARMOR. Conjuring natural disasters will always hinder you and your bandmates in some way - the Referee decides how.
STUNTS: you can perform insane feats of combat if you put in the skill and effort. when you successfully land an attack, you may roll +REFLEXIVE to perform a stunt; on a success, add 1d6 to the total damage. you may perform any number of stunts per attack, but if you roll a failure at any point, the attack hits something else instead — the referee will tell you what.
SQUAD: you’re a squad of mooks who have fallen in with some hero types. each mook has 1 HP and questionable aim, so you’re only capable of dealing damage to a target when you focus fire. mooks also have to work in concert to use Traits (e.g., Safecracker, Pyromaniac). give each mook a name; the shorter and fewer syllables the better (e.g., Chief, Doc, Z). you do not regain HP from healing, but so long as one mook survives a mission, your HP returns to maximum between missions as new mooks are recruited. mooks can function independently outside of combat or using Traits, but all independent rolls are made without attribute bonuses, unless the attribute is negative.
SURVIVOR: You are fueled by adrenaline, rage, and panic. Nothing can keep you down - or at least that's what you tell yourself. Select an attribute before the mission starts. Gain +1 on the selected attribute for every 2 HP you're missing. (No cap by default, consult with your referee). Once per mission, when you would normally die, you may instead drop to 1 HP and keep fighting.
SUPPRESS: You know how to keep your foes vulnerable; just shoot at them. Whenever you lay down suppressing fire on an enemy or group of enemies, roll +FORCEFUL. On anything but a failure, they will duck for cover and refuse to try aggressive tactics for a brief period. Additionally, enemies who are suppressed take +1 DAMAGE.
SWITCH: The talisman you received on your sixteenth birthday allows you to switch between two different states of yourself. when you choose this trait, also choose two others. designate one to be A-STATE and the other as B-STATE. you can activate your talisman to alternate between your A- and B-STATES in a magical transformation sequence that takes 12 seconds (flavor the lights and sounds however you like!). adjustments to attributes from one of your STATE traits are only in effect in the relevant state. equipment and other items afforded by your STATE traits are magically stowed and wielded as part of the transformation sequence.
TAG-TEAM: You are an expert in group combat. If you and another teammate with this trait makes a melee attack against an enemy, you may collectively decide to start a beatdown on the enemy; roll 1D6.There is a 4-in-1D6 chance that you keep the opponent locked down, and you both instantly deal your maximum DAMAGE to the enemy. You may continuously make this check to stack DAMAGE over andover, but if you fail this roll, they turn your attacks against you, forcing you to take your own max DAMAGE and be knocked unconscious.
TAUNT-KILL: You have the miraculous ability to destroy targets with simple gestures. Once per mission, you may roll +CREATIVE and describe an unconventional form of attack, such as shooting someone with finger guns or slicing them in half with a plastic sword. If you succeed, the target will be completely and utterly decimated, HP notwithstanding.
TEARS: Your tears have strong restorative properties. Given time, you can induce a tear and cure others of ailments such as petrification, poison, or deep sleep without rolling the dice. You can even potentially bring people back from the dead, but something of that nature will come with complications—the referee will tell you what they are.
TECHNICIAN: Despite working mostly backstage, you make the difference between an amazing set and a shitshow. You can quickly repair any gear and tech with your repair kit including damaged armor, instruments and weapons (as well as instruments that are weapons). Once per mission, when a bandmate fails a roll, you can quickly intervene and provide backup in the last second, turning the failure into instant success. The consequences of the failure are redirected to you instead.
TENET: You can invert yourself, moving backwards in time while everyone else moves forwards, catching bullets with your gun, undoing damage as you fire, but still damaging anything else on the way back to your gun. Once per mission, undo damage to a notably large structure or vehicle. Once repaired, that structure cannot be destroyed in this mission, due to the paradox involved. [AUTHOR: christron 5000)
TERRASITE: When people speculate on the next stage in human evolution, they certainly weren’t expecting you, who just woke up one day transformed into a giant cockroach-human hybrid. You are immune to radiation, and whenever you attempt to slip through or hide in narrow spaces, roll 4D6 and take the best three. However, if you engage in risky social interactions with anyone not in your band, roll 4D6 and take the worst three. You can also spread your wings to fly and glide in short, limited bursts by rolling +FORCEFUL.
TERRIBLE: You fucking suck. You just fucking suck. At everything. The only thing you're good at is absolutely sucking. Your pure ability to suck is a superpower in itself. Sometimes however, you suck so much that you bounce back to being great. At the start of each mission, gain war die equal to double the sum of your negative stats.
THANATOLOGIST: You are an expert on the dead. You can inspect bodies to learn the cause of death without rolling. Additionally, you may roll +TACTICAL to raise a fallen enemy as your undead thrall. The thrall resurrects with half health and can be controlled with your remote. You may only have one thrall at a time.
THEME: at the beginning of each session, the referee must show you their music playlist for the session. you may choose 1 song from this playlist to become your theme song. rolls made while your theme song is playing are always one degree of success higher, and consequences from those rolls cannot deal more than 1 DAMAGE to you (after other reductions like armor).
TIMEGHOUL: The antithesis to the zeitgeist, you are anomalous to the flow of time, living in both the past and future yet never truly in the present. You can always retcon a single detail within a mission, such as an additional supply of medkits, or action you didn’t take, etc. Every time you do so, mark down a dot on your profile. If you have three or more dots, you become time-starved and take a cumulative -1 to all attributes for each use beyond the third - you can only clear this condition by consuming the futures of your bandmates, done by removing a dot for each one of their rolls you subtract by 1D6.
TINDALOS: Out beyond the edges of reality, you glimpsed something predatory. Now it follows you, eating your history. Twice per session, after being discovered by someone, you may cause your discoverers to forget that they saw you, giving you five seconds to slip away.
TITANIC: You can push around most things with ease. If it’s something particularly difficult, such as stopping a train dead in its tracks or tipping over a battle mech, you will suffer some consequence from over-exertion - the referee will tell you what.
TOON: You are an animated creation. You suffer effects from physical injuries if the damage is severe enough, but most of the time it just results in a comically large hole in your body or your face covered in soot for some reason [1 ARMOR]. Once per session you can produce a single-use animated object from behind your back (e.g., anvil, seltzer bottle, narwhal).
TOOLBOX: You have a randomly-rotating collection of doodads and thingamajigs to solve theoretically infinite amounts of equally random problems. At the start of a mission, roll three times on the DESCRIPTION table of LORE: Artifacts in the INTELLIGENCE MATRIX. You can spawn the items you rolled one time each.
TOUCH TYPER: You battle your foes with the power of spelling. Target an enemy, the referee will give you a word or phrase consisting of one letter per enemy's Max Hit Points to quickly spell aloud. On a success deal 2d6 damage. On a failure take 3 damage
TOP-DOWN: You have a bird’s eye view of the world. At any time, you may concentrate for a few seconds to swap into or out of a top-down visual perspective, seeing yourself and the surrounding thirty feet from above. This vision follows you vertically, and will render major obstructions transparent (like the roof of a truck you’re driving, or the floors of a building above the one you’re currently on). When you advance, you may increase the range of your top-down vision by 1D6x5 feet instead of taking one of the usual advancement rewards.
TOSS: You have a habit of throwing anything you can get your hands on and the strength to make it hurt, but nothing bigger than a microwave or a bicycle. Roll +FORCEFUL when attacking by chucking something, with a +2 if it’s one of your primary non throwing weapons.
T-REXTASTIC: you tap into your jurassic core to enter a trance state that turns you increasingly into a dino-force. when you roll the same attribute for the second time in a row, you may choose to decrease another attribute by 1 to increase the one you’re currently rolling by 1. you can repeat this process for the third time in a row that you roll the same attribute. on the fourth and fifth times, increase your damage on that roll by +2. on the sixth time you physically transform into a dinosaur: 8 MAX HP, 2 ARMOR, can’t use items or speak, bite: 2D6+2 DAMAGE. rolling on another attribute breaks the streak and drops you out of your trance state.
TRICK: You make your attacks flashy and deadly. Whenever you attack an enemy, you may describe an elaborate trick you do before initiating your attack, such as spinning your revolver or tossing your knife in the air, you take -2 to your attack roll, but may add your CREATIVE attribute to your DAMAGE.
TRICKSTER: You have a knack for finding loopholes in the rules of life. You add +1 to rolls made to trick or deceive those in positions of power. Once per mission, before you take damage, you can roll +CREATIVE to ignore it on a success, temporarily changing your opponent’s mind about attacking.
TRIGGER: You have a special form that you transform into when you’re at the brink of death. Your special form may have one of the following attributes: +2 ARMOR, a natural 2D6 weapon, double your MAX HP, or two extra traits. Whenever you are at half of your MAX HP, you may choose to trigger your special form and use it until the end of the scene. At the end of the scene, you turn back to your regular form and become unconscious for 10 minutes. You may choose an additional attribute for your form as an alternative advancement reward.
TROJAN: You have developed a piece of software that can trash just about anything it's plugged into. Once per mission, you may plug the virus into a piece of tech and instantly disable or destroy it. The referee will tell you how you can get the virus into the system.
TROLL: You’re a giant blessed (or cursed) with ultrahuman regeneration. You cannot wear any ARMOR due to your enormous size, but you regenerate 1D6 HP after you roll the dice for anything if you haven't been damaged by fire or acid during the mission.
TROLL: At the beginning of each mission, come up with a riddle. Once during the mission, you can convince an enemy to play along and answer it instead of attacking you. If they answer incorrectly, you have +1 DAMAGE on rolls against them. If they answer correctly, you gain a WAR DIE.
TROPE: You are a classic representation of a specific type of character. Decide what trope you embody (mean jock, final girl, tragic hero, etc.). Whenever you succeed on a risky roll that matches your chosen trope, you gain +1 WAR DIE.
TRUMP-CARD: You always have the highest card, no matter what. Before the start of each mission, you gain a joker card; you may hold up to three joker cards at any given time. Whenever the dice are rolled for anything, such as to do something risky or deal DAMAGE, you may use one of your jokers to replace one of the dice rolled with any number of your choice. As an alternative advancement reward, you may choose to gain 1 extra joker slot.
TWIN: you have a twin that you share a hivemind with, allowing for seamless communication between the two of you. Your twin can have a different role and gain advancement for both of you, this goes for you too as well. Your twin can have different traits from you. HP is shared between the two of you and if one of you dies, the other will get weaker and weaker until they die too. (your twin must have the twin trait too)
TWIST: You are hiding an alter ego. Once per mission, you can reveal your second persona, causing all of your attributes to invert for the rest of the mission (for example, +2 becomes -2 and -1 becomes +1). They revert back to normal after the mission ends. If you reveal it in front of enemies, the pure shock causes them to halt whatever they’re doing for a brief moment.
TYPIST: You can type at 300 words per minute, more than fast enough to transcribe anything. When you use your nimble fingers to shoot every round in your gun(s), on your person, and in arm's reach, make your attack roll with an extra +3 bonus. After the attack you are completely out of ammo, and your gun(s) may be half melted slag (at the Ref's discretion).
ULTRAVOID: You can make grenades that conjure miniature, momentary black holes. Anything near the grenade when it detonates is instantly obliterated, and all other objects are pulled towards it at high speeds. All player characters within pulling range (including you) have to roll +REFLEXIVE or +FORCEFUL (character’s choice). On a success, they are able to keep themselves stable; on a partial success, they are thrown at breakneck speeds in a random direction after the black hole dissipates; on a failure, they are also pulled in and obliterated.
ULTRAKILL: Blood is fuel, Hell is full. You are capable of absorbing the blood of your enemies and converting it into health. Any time you deal DAMAGE in close proximity to an enemy, you heal the amount of DAMAGE dealt as HP. You may also overheal and temporarily add extra HP equal to your MAX HP. However, you cannot be healed by any other means, and you will die if you do not become drenched in blood before the end of the mission.
UNCONSCIOUS: You have driven a stake into your third eye and live without thought nor presence. Others must make an active and exerted effort to perceive your existence, similar to breathing manually. If one has not been informed of your existence, they cannot perceive you and cannot physically affect you in any tangible way. You do not think, ever. Your mind cannot be read or manipulated. As you lack thought, you do not think before acting; when you gain a WAR DIE, you immediately use it on the next check you make. When you gain something which is of limited use, such as a consumable, you immediately use it. You have no traits besides UNCONSCIOUS, but during a mission, as many times as you'd like, you may randomly roll a trait. If it has a "once per mission" ability or consumable/limited use item, you must immediately trigger it and gain the trait for the remainder of the mission. When you do anything, you can never "take it back" retroactively (unless for genuine safety reasons).
UNDERDOG: The bigger they are, the harder they fall. You deal +1 DAMAGE to opponents that are at least twice your size. Additionally, each mission, you can spend and roll a WAR DIE the first time you fall to 0 HP, reducing the damage you took by the amount rolled and potentially surviving.
UNRAVEL: You've seen between the lines and can pull the very strands on the world, if you try hard enough. Once per active combat, you may decrease your MAX HP by 2 to destabilize the strings keeping a target of your choice together. They reduce their ARMOR by 2 (can go into negatives), rolls made to attack them gain +1 and rolls they make to attack others gain -1. This lasts until they die, their body fizzling into nothing once they do so. You regain all MAX HP lost this way at the end of the mission.
VAT GROWN: you are one in a series of many laboratory- grown clones. the first time you die during a session, a replacement clone will be rushed to the scene. the new clone has no memory of any events that occurred during the current mission, and you cannot advance at the end of the session.
VERTIGO: You can see into the Reverse, the world opposite of ours, and have limited influence over it. This world is upside-down and in black and white. The beings that inhabit this world are reflections of those in ours, possessing opposed personalities and philosophies, as well as polarized strengths and weaknesses. Once per mission, you may swap the Reverse version of any object or person into our world and vice versa.
VIBRATION SENSE: You feel vibrations a lot stronger than regular humans. Generally, you can hear footsteps through your feet and feel how far away they are from you. You can touch the ground with your ear to hear everything that's happening around a lot louder than through air vibrations. You can also touch a wall to hear what's happening inside the room.
VISCERA: You’re a meat monster that disagrees with petty ideas such as “anatomical coherency” and “internal trauma.” Upon picking this trait, choose a bodily organ and gain a relevant ability, such as spitting bile or digesting anything with your stomach, shooting gallstones as projectiles with your gallbladder, or using your small intestine as a grappling hook. If you advance, you may gain an ability associated with another organ, instead of taking the usual advancement reward.
VIRUS: You’ve somehow become infected with a computer virus, and it’s contagious. Running electronics will go completely haywire for a few seconds the first time you make direct contact with them. Each time this happens, you lose 1 HP from a power surge, flying sparks or some other malfunction.
VOICE: The sound of your voice inspires awe and fear in all who hear it. Describe how your voice sounds. Whenever you would speak to someone to try and impress or scare them, roll 3D6 and take the best two. Additionally, once per mission, you may unleash the fullness of your voice in a shout and have everyone who hears it follow a one word command (e.g. Grovel, run, stare).
VOICES: You have an uncanny ability to mimic voices. Once per mission when you hear someone else speak for at least a short time, you may roll +CREATIVE commit their voice to memory and copy it perfectly. On a failure, it’s too difficult to copy and you regain your use of this ability, but can never use it on the same target again. On a partial success, you can say 1D6 sentences before you lose the knack of copying it. On a full success, you can copy it until the end of the mission. On an ultra success, you can copy it indefinitely.
VOLATILE: Just your existence poses a massive danger to people around you, you had to be contained. Whenever you take damage, roll a d6. On a 6, you break containment, dealing 2d6 damage to anyone near you and creating a small aura that deals 2 damage to anyone within it. You or a teammate can roll +TAC to recontain you.
WAVEDREAMER: You sometimes receive information from a source you don’t fully understand. At the start of a mission roll +CRE and record the total. When any player rolls dice and ends with that roll’s total equal to your total, the referee will tell you a yet unknown piece of information about your current situation as a waking dream, bizarre instinct, or another voice in your head. If your initial total is 0 or lower, the information you gain is a cognitohazard, and psychically causes 1 DAMAGE to anyone who hears it for the first time, including yourself.
WEIGHTLESS: Your body is entirely unaffected by gravity. You are only able to control your movement by kicking off surfaces to float away indefinitely, only stopping when something prevents you from moving further.
WEAPONBOUND: You are bonded to an enchanted weapon. If the weapon is not in your hands, you may call it to you and it will attempt to fly back to you in a direct line at its terminal velocity, with the commensurate penetrative/concussive power. Once per mission you channel your bond to call the weapon back without this limitation, making it unstoppable.
WICK: There is a flame inside of you. It burns brightly, but burns fast. In order to keep it fueled, you have to eat quite a bit more than the average person, along with making sure to stay dry. As long as the flame is lit, your HP cannot fall below 1. While at 1 HP, any damage you take has a 1-in-D6 chance of putting out the flame, and the chance increases by 1 every time your flame survives.
WIMP: You are physically weak, relying on your other senses when dealing with strenuous tasks. When you would roll FORCEFUL to deal with something physically straining, you may describe how you are using a different attribute and roll that instead, adding your inverted FORCEFUL score as a bonus (e.g. +2 if you have -2 FORCEFUL, -1 if you have +1 FORCEFUL).
WISH: You’ve made a deal with a being of great power—perhaps a fairy, a deity, or a genie. You started with three wishes, but unfortunately, you’ve already wasted two of them. In a moment of great danger, you can announce you’d like to use your final wish and request something, and the referee will provide it to you—with a twist.
WORKER: You are familiar with a long shift. describe your area of work and for how many hours you do it. When "on the clock" you can treat any roll using a skill your job would as one degree of success greater. when "off the clock" you may add +2 to damage rolls, as nothing hurts more than overtime.
WORMLORD: You can transform into a writhing swarm of worms at will. While in this form, you gain +1 REFLEXIVE, and can squeeze through narrow gaps as well as burrow through soil in a matter of seconds, but all attacks you make are one degree of success lower. If you drop to 0 HP in any form, you can choose to disperse your swarm, temporarily taking you out of the mission. You then reappear at the end of the mission reformed at full HP, at the cost of permanently reducing your MAX HP by 2 - some of your worms never return in the process.
WORLDTHIEF: Your many interdimensional travels across the eons of your existence have coalesced into a marvelous collection of odd trinkets. once per session you may reach into your cosmic fanny pack and pull out a single-use object that, when activated, will solve one specific though small problem, like a gap too wide to jump, a van that’s run out of gas, a locked sewer grate, or a precariously- perched piece of unexploded ordnance. When you tire of this world, you will leave it the same way you entered: a portal made from your magic blood.
ZERKER: If you’re going down, you’re gonna take everyone with you. When at low health (decide with your referee what low health looks for you) gain an extra die for damage rolls (both to hit and damage). While zerking, you can't die but your health can go into the negatives. After combat is finished, if you are below 0 health, you will die if you don't get some sort of medical attention immediately.
ZOOM: You are capable of zooming in and focusing your eyesight, allowing you to see even small objects clearly from several miles away. You can also zoom in to see things at the molecular level, allowing you to identify the composition of materials or to see objects that would normally be invisible to the naked eye.
ARSENAL: You are an amateur inventor of weapons with an apparent specialty (such as guns or boomerangs). Once per mission, you may roll 1D6, reach into your bag, and add one of the following weapons to your inventory: 1. Your worst work (explodes 5 seconds after it’s drawn for 3 DAMAGE) 2. Your weird phase (1 DAMAGE, applies a bizarre and highly situational debuff) 3. Your first design (1 DAMAGE, holds sentimental value) 4. Your saving grace (no DAMAGE, usually useful anyway) 5. Your bread and butter (1D6+1 DAMAGE) 6. Your newest prototype (2D6 DAMAGE, unfinished, one use) At any time, you may expend a WAR DIE to reach into the bag and roll again. Weapons grabbed already are not removed from the list. If you advance, you can replace one of the 1D6 results with a new weapon, instead of taking the usual advancement reward. Any weapons gained this way are returned to the bag between missions.