ACCOUNTANT: Financial number-crunching is your raison d'être. You may identify inconsistencies in ledgers without rolling the dice, and you can always spot a counterfeit bill. Once per mission, you may ask the referee where and how a given entity is spending its money, and receive an honest answer (including offshore accounts, tax write-offs, and employee embezzlement). If you notice and correct an inconsistency in your FIST game, like lost HP that was never marked or a WAR DIE someone forgot they had, gain a WAR DIE.
ACE: You can do tricky vehicular maneuvers, like drifting or doing a barrel roll, without rolling the dice. If it's something really difficult, like flying sideways through a small opening or riding a motorcycle across a tightrope, you can do it, but a key component of your vehicle will be destroyed—the referee will tell you what. When you have downtime to repair it, you can use it again.
ACHILLES: In exchange for great power, you have a terrible weakness to a common substance, such as salt, iron, or silver. It could also be something considered uncommon (like a specific mineral from space), but the referee will make sure it appears often enough to be a problem. If this substance physically touches you, you are completely incapacitated until you have downtime to receive medical care.
ANALYST: You are trained in the art of war, and your judgment in the field of combat analysis is impeccable. When a fight breaks out, you may always ask the referee for any nearby exits, as well as what tactics your enemies plan to use (e.g. flanking, a bum rush, or picking off the weak), and receive an honest answer.
AQUATIC: You're a water-breather—perhaps due to spliced-on fish genes or cybernetic gills—and you may stay submerged indefinitely with no ill effects. When you roll the dice to do something risky underwater, roll 3D6 and take the best two. On land, roll 3D6 and take the worst two.
ASSASSINATION: Once per mission, you may instantly kill up to three weak enemies (3 HP or less) who are completely unaware of your presence, without rolling the dice. If you do not have a way of measuring an enemy's HP, you may have to gauge their condition based upon referee description.
AURA: You can perceive the auras of yourself and others; their qualities are up to your interpretation. You may also regulate and amplify your aura to conduct it between bodies—while doing so, NPCs who are touching you won't CHOKE, and anyone who remains in constant physical contact with you for about ten minutes regains 1D6 HP.
BOTTLENECK: If you put yourself between something you are defending and a large amount of enemies, you deal +1 DAMAGE per 5 enemies attempting to harm you for as long as you hold your position. You may sacrifice yourself to ensure that an oncoming horde does not pass.
BREAKDOWN: A directive burns in the back of your mind. When you take this trait, randomly roll a CHOKE score for your character (D66, p. 148)—and roll against it when appropriate, as the ref would with an NPC. If you CHOKE, you must either perform the listed action immediately or release a psionic shockwave from your skull, ten feet in diameter with the concussive force of a frag grenade. This shockwave deals 1D6+2 DAMAGE to everyone caught inside (not including yourself) and, if you spend a WAR DIE, additionally functions as a short-range EMP burst which shorts out power lines, burns out lights, and disables electronics.
BUDDY: You and another player who possesses the BUDDY trait are best friends. When you work together, you become an unstoppable force of nature, adding +1 whenever you apply a WAR DIE to your buddy's roll. If your buddy dies, your MAX HP is halved by grief (rounded down) until you dedicate a mission to delivering a special possession, such as their gun, their dog tags, or their favorite book, to a proper final resting place.
BUILDER: Given enough time, the right materials, and relative safety, you can build any common structure (guaranteed to be sound, sturdy, and reliable) without rolling the dice. You build things simple, solid, and square, so special structures and rush jobs will have complications—the referee will tell you what.
BUM: Years of homelessness have been harsh on your bones, but you are skilled in the art of survival sans income and shelter. You may roll the dice +CREATIVE to panhandle in the presence of enemies—on a success, at least one enemy will give you something they have, free of charge. Those who ignore poor and homeless people will never notice you, even if you're hiding in plain sight.
CAMOUFLAGE: You have an impressive collection of face paints and situationally-appropriate patterned fatigues, and you know how to use them. When you begin a mission, describe your current camo pattern, such as "desert", "forest", "jungle", or "urban". Take +1 to your roll whenever you roll to avoid detection in the corresponding environment.
CANNIBAL: Your power grows when you feast upon human flesh. When you have privacy, you may dine upon any corpse and gain 1D6 HP. If you imply to someone that you're going to eat them, roll 1D6—if the result is less than or equal to the amount of people you've eaten during this mission, they lose their nerve and capitulate or flee (referee's choice).
CENTIPEDE: You have a worm-like parasite living inside you. You may roll +FORCEFUL to bite someone. On a success, the parasite travels through your mouth and latches on, controlling their body. The parasite may then travel through the secondary body, and so on, creating a "chain" of bodies. For each body you add to the chain, gain their HP and any special abilities they have, but take a cumulative -1 penalty to REFLEXIVE. You may release a body from the end of the chain at any time; they quickly regain control.
CHEF: You can cook a good meal in almost any situation without rolling the dice. When you need to cook an exquisite meal, roll +CREATIVE and choose one of the following effects on a partial success, or two on a full success: grants +1 to any attribute for one roll, heals 1D6+CRE HP, pacifies and nourishes those who eat it.
CHEMIST: If you have a reasonable amount of prep time and complete safety, you can set up your portable lab and synthesize any common chemical, such as isopropyl alcohol, lighter fluid, or chloroform. Synthesizing esoteric or experimental compounds will require special supplies—the referee will tell you what.
CLASSY: You are well-versed in the aesthetics, logistics, and mores of high society. Your name always ends up on VIP lists, and rich socialites tend to share gossip with you freely. Lower-class people will never trust you, and you struggle to hide the sticky psychic stench of wealth.
CLIMBER: You can climb surfaces with hand- and footholds without rolling the dice, and stick to smooth surfaces by rolling +REFLEXIVE. If you do so during a dangerous situation, you must roll +REFLEXIVE again to unstick yourself without falling or getting hurt.
CONCEAL: You can always take weapons and contraband through pat-downs, checkpoints, and metal detectors without rolling the dice. Once per mission, if you have no weapon equipped and no weapons in your inventory, you may reveal a random WEAPON (roll D66 on the weapons table, p. 83) and say that you had it hidden away the whole time.
CONTORTIONIST: You can always fit through small openings and perform feats of flexibility without rolling the dice. If you contort yourself in a particularly difficult way, you've pulled something—decrease your REFLEXIVE attribute by 2 until the end of the mission.
CUT: You can easily cut any mundane object (such as a tree, a dumpster, or an oil tanker) into several pieces given enough time. You may also instantly cut something perfectly in half, as long as you identify its unique fracture point by rolling 1D6 and correctly predicting the result. When someone damages you, and you're wielding a cutting weapon, you may roll DAMAGE to counter theirs. On a mismatch, they hurt you as usual and your damage roll means nothing, but on a tie, you are unscathed... and your opponent is revealed to have been cut in half.
DEFUSE: When you would attempt to defuse a bomb or bomb-like device, you may open it up to reveal a mess of wires. Ask the referee to roll 1D6 and choose an amount of wire colors equal to the number rolled (the ref should choose from the following list: red, orange, yellow, green, blue, purple). The referee should secretly decide which wire, when cut, defuses the bomb, assuming that all others will detonate it. You may roll 1D6 to receive a list of that many wire colors which are unsafe to cut. If you roll equal to or over the amount of wire colors, you have no idea.
DETECTIVE: At the beginning of each mission, the referee will privately tell you a secret, such as the identity of a killer or the truth behind a conspiracy. Every time you do something which produces conclusive, show-stopping evidence towards revealing the secret, gain a WAR DIE.
DIRECTOR: Once per mission, you may firmly announce, "CUT!" The camera pulls back, revealing a set, and you may give direction to the other characters and NPCs as if they were actors in a movie. When ready to play again, say "ACTION!" and start again from the beginning of the scene or fight (essentially rewinding time, allowing characters to make different decisions and rolls).
DOORS: When you enter through a door, you may emerge through any other door you have encountered. You have a method for pushing through locked/barricaded doors (like lockpicks, bombs, or a heavy boot) that works every time, but always has an inconvenient downside—the referee will tell you what.
DRUID: You are a philosopher of science and prophecy. If an eligible sacrifice is at hand, you may observe the trajectory and resulting patterns of its spilled blood for a simple yes-or-no answer to any question, however complicated.
ECHO: You can create 1D6 shadow-clones of yourself at will. Doing so stretches you thin, and costs you HP equal to the amount summoned. The clones appear incorporeal, but can physically affect the world as you can. Each clone has MAX HP equal to your MAX HP minus the number of clones, does not think or feel, and behaves roughly as you behave.
EMPATHY: You can sense how anyone is feeling without rolling the dice. Whenever you do something risky to prevent needless pain and death, roll 3D6 and take the best two. Any time you do something violent or harmful, roll 3D6 and take the worst two.
EXPERT: Your encyclopedic knowledge of a scientific discipline exceeds professional and borders on obsessive. When you take this trait, choose an "-ology", such as sociology, entomology, or cryptozoology. When you roll the dice to do something risky related to your field of expertise, roll 3D6 and take the best two.
FATALITY: Once per mission, you may describe the creative and brutal finishing move you perform on an enemy with less than 3 HP (if you do not have a way of measuring an enemy's HP, you may have to gauge their condition based upon referee description). Once you've performed your finisher, the enemy is permanently killed and cannot be revived by any means.
FATE: You are able to manipulate the threads of chance, perhaps through careful study of reality's emergent properties or by some connection to the divine. When you would roll a WAR DIE, roll two instead and use either one as your result. If you roll doubles, use both.
FIELD: Once per mission, you may project a bubble of solid psionic force ten feet in diameter which is centered on you and provides anyone inside 3 ARMOR against outside attacks. If you roll the dice +CREATIVE, you may attempt to fashion the field into a different shape. Failing this roll or getting hurt while projecting the field immediately dissipates it.
FIGHTER: Your study of hand-to-hand, the basis of all combat, has made your body itself into a lethal weapon. You may choose to deal 1D6 DAMAGE when attacking with no weapon equipped. Once per mission, you may launch a special, unarmed super attack which deals 1D6+2 DAMAGE and knocks most living things unconscious. When you do, state the name of your super attack.
FIREFIGHTER: You are professionally trained to fight fires (or you are a seasoned volunteer). Once per mission, you may entirely put out any fire which has spread no further than the confines of a single structure (particularly large or nasty fires may keep you occupied for a while). Add +2 whenever you roll the dice to do something risky while navigating a burning or collapsing environment.
FLOW: You live in the moment and can be like water, moving with the currents of reality. Whenever you roll a failure, mark down a plus sign—you can have up to three. When you do something risky, you can spend any amount of plus signs to add that much to your roll.
FLURRY: Once per mission, you may enter a "flurry state" during combat. In your flurry state, you may choose to instantly roll DAMAGE against anyone who hurts you; doing so ends the state. When you leave your flurry state, take 1D6 DAMAGE from overexertion.
FREEZE: Once per mission, you may freeze time for ten minutes and move around freely. You may not harm or otherwise alter any living things (as this would cause a superposition-collapse cascade), but you can do anything else that fits in the span of ten minutes, such as constructing a barricade, moving to a different location, or taking a short rest. To outside observers, you will look like a blur, and your actions will appear to have happened almost instantly. Your stasis grenade creates a zone of frozen time ten feet in diameter which stops anything that enters it.
GADGETS: You always carry a treasure trove of bulky, delicate electronics. If you have space to work, you can use your electronics kit to create a device (equivalent in function to a trait-granted item of your choice), or a robot (has a trait of your choice, 1 HP, and 1 ARMOR).
GANGSTER: You are part of an organized crime group such as a mafia syndicate, a yakuza clan, a cartel, or a triad. The referee will always tell you where to find illegal items. You can intimidate enemies without rolling, but cops and law-abiding civilians will always mistrust you.
GOONS: You begin each mission accompanied by 1D6 disposable goons. Each goon comes with 3 MAX HP and all standard issue items. You can roll +TACTICAL to command your goons. They tend to misinterpret commands, shoot themselves in the foot (figuratively or literally), and often make bizarre non-sequitur decisions under pressure.
GROUND: You know how to cut through the noise, for better or for worse. Once per mission, you may plant yourself firmly and beckon your team to "form up" on you. If they do, mark the occasion with a firm gesture (like pointing forward or reloading your shotgun), and choose a bonus to activate for the next ten minutes: everyone in the area adds +2 to their DAMAGE dealt and adds +2 when rolling to do something risky, or all anomalous abilities and phenomena in the area are nullified.
GROW: You may double your size at will, as long as your spatial manipulator belt is intact. Each time you do, increase your MAX HP by 1D6 (and gain that much HP), increase your FORCEFUL score by 1, and decrease your REFLEXIVE score by 1. While enlarged, you may also add your current HP to any unarmed or melee DAMAGE you deal.
HACKER: If you have a reasonable amount of prep time and direct access, you can attempt to gain control of any computer or electronic machine by rolling the dice +TACTICAL. If you do not have direct access, you can attempt to hack in from a safe place using your briefcase computer.
HARVEST: When you would deal a killing blow with a melee weapon, you may roll 1D6 to attempt to harvest an internal organ before death—on a 4 or above, consume it, and choose to a) gain a WAR DIE, or b) heal for 1D6 HP. On a 3 or below, your killing blow doesn’t land.
HATE: Something about you just rubs people the wrong way, and you don't mind that at all. When you meet someone, roll +CREATIVE—on anything but a success, they hate or strongly dislike you. When you attack someone because you truly hate them—not just for money, or because they were a threat, but because you hate them, and you can explain why—they will be absolutely obliterated, HP notwithstanding.
HAZARD: You are unusually hardy when faced with toxins and pathogens. Once per mission, you may expose yourself to a hazardous substance and either a) suffer no ill effects at all, or b) receive a useful fact from the referee about the substance's effects, nature, or origin.
HEADSPACE: You walk softly among the myriad glimmering beauties and horrors of the subconscious mind made manifest. Once per mission, you (and anyone physically touching you) may leap into the subconscious of a thinking being and explore it as a physical space, complete with objects, flora, fauna, and in some cases enemies. Even the slightest alteration to this physicalized headspace can have rippling consequences on the gestalt consciousness above, so it is imperative that any psychonaut be deliberate and controlled during their expedition into thought.
HENSHIN: Using your device, you can take on another form. This alternate form has 1D6 HP (reroll each time) and starts with one additional trait. If you reach 0 HP while transformed, you're knocked out for a few minutes, revert to normal, and can't transform again until the next mission.
HEX: You can place any being under a hex, depriving them of good luck. For as long as you hold someone in your web of tainted fate, something of your choice always goes wrong—guns always jam, vehicles always fail to start, etc. Until you break the hex, it applies to you as well.
HIJACK: You can take control of any occupied vehicle and toss aside its operator without rolling the dice, as long as the operator is exposed. For closed and/or armored vehicles, the process of hijacking will be more difficult and complicated—the referee will tell you how.
HOLY: You may be a god, an angel, a pious believer, or a power-drunk zealot—whatever your relationship is to the divine, choose a conceptual domain to which you belong (such as balance, love, or war). Once per mission, you may trace a holy circle upon the ground (ten feet in diameter), over which all things antithetical to your domain cannot cross. The referee has the final say on which things are truly antithetical, unless you spend one WAR DIE to preach over them.
HYBRID: You are genetically spliced with an animal of your choice. You gain +1 to an attribute that you and the referee agree makes sense for your animal (+1 FORCEFUL for a shark, +1 REFLEXIVE for a hummingbird, etc.). Animals of the same type will always see you as one of their own, and tend towards trusting anyone you're with. Unfortunately, all worn armor is 1 point less effective due to its incorrect fit.
HYPNOSIS: Your sustained state of self-hypnosis maximizes efficiency, but requires a suspended sense of self. Any time you do something risky while hypnotized, you can reroll one die (keeping lower results). If you muster any sentiment, your hypnosis ends for the rest of the mission.
ILLUSION: If you're free to gesture, you can attempt to manipulate another person into hallucinating anything of your choice by rolling +CREATIVE. Rolling higher creates a more believable illusion, and illusions born of lower rolls may be influenced by the contents of the victim's psyche.
IMPROVISE: You can improvise a weapon from two or more common objects to instantly kill a single enemy once per mission. You can always create this makeshift weapon discreetly and quickly, even while restrained or otherwise incapacitated, without rolling the dice.
INJECTION: You are addicted to an experimental serum that increases your combat ability. During combat, you can inject and deal double damage until the fight is won. Each time you inject, decrease your MAX HP by 3. At the end of a mission, your MAX HP returns to its normal amount.
INSURANCE: When you take this trait, write your "will." Your will may be modified, but only once per mission. If you die permanently, your traits (not including this one), skill modifiers (positive and negative), and items are distributed to other characters according to your will.
JINX: Bad luck has followed you for your entire life. Once per mission, you can say "I feel like something really bad is about to happen" or an equivalent phrase, and it does. It will be bad for you and all nearby characters. The resulting catastrophe completely interrupts the scene and can cancel incoming damage, disorient enemies, etc.
KNIGHT: You follow a strict code of honor and unquestioningly serve a powerful person or organization of your choice (note that FIST is not a powerful organization). You deal +1 DAMAGE if you have not yet broken your code of honor during a mission. Your role is irrelevant: you can only advance by increasing the wealth, power, or status of those you serve. Should your superiors die, your role becomes WANDERER.
LIMIT: When pushed to the brink of your capacity for punishment, you unlock new wells of power. If you have already fulfilled your role during the course of a mission and your HP is equal to 1, you may immediately advance now, instead of when the mission ends.
LISTEN: You have incredibly sensitive and specific hearing, but a tumultuous relationship with the rest of your senses. You may always perfectly eavesdrop on conversations, listen for tell-tale sounds, and approximate the locations of things you can't see without rolling the dice, but loud noises, bright lights, strong smells, grating textures, and intense tastes all deal 1 DAMAGE when you are first exposed to them.
LOVER: If you and another player both have this trait, you can choose, together, to become lovers. If you rescued your lover from the brink of death during the mission, you both gain 1 WAR DIE at the end. There is no limit to how many lovers you can have, but if a lover of yours dies, your character can no longer gain new traits when advancing.
LYCANTHROPE: At night, you transform and gain the HYBRID trait (but not the associated item). If you have transformed during a mission, your role becomes irrelevant, and you can only advance by fulfilling a specific animal desire—roll 1D6 to let it wash over you (1-2: Challenge yourself as hunter or prey, 3-4: Consume the lifeforce of several human beings, 5-6: Stage a grand sacrifice to the gods of the Moon).
MASCOT: You are the beautifully fragile glue which bolsters the team's spirit and binds them together. Your MAX HP is irrelevant—for the purposes of play, it is always equal to 1. As long as you are alive, your remaining MAX HP is divided as evenly as possible and added onto the MAX HP of every other player (e.g. a 6 MAX HP MASCOT in a four-player team grants 1, 2, and 2 MAX HP to the other three players).
MERCY: When you would deal a killing blow to a non-player character, you may choose to instead approach them, help them up, and show them mercy. Characters who have been shown your mercy can never take DAMAGE again, and will always treat you (but not necessarily anyone else) as a trustworthy and reliable friend.
MINDREADER: You can read anyone's thoughts and general state of mind without rolling. You may roll +CREATIVE to scan for specific information, such as names, passwords, memories, and images. Unfortunately, you are particularly susceptible to interference, and the thoughts of others often cloud your psyche. Your mindreading ability is neutralized in the presence of another mindreader, and vice versa.
MOBILITY: Your customized mobility aid (e.g. a titanium cane with spring-loaded feet or a wheelchair with adaptive tank treads) is tricked out with additional gadgets and features. Choose one of the following add-ons, active when you're using the aid: 1) +1 to an attribute of your choice, 2) an always-concealable weapon that deals 1D6 DAMAGE, or 3) +1 to your ARMOR. If you roll the dice to do something risky that would normally involve your mobility aid, but you don't have access to it, roll 3D6 and take the worst two. When you advance, you can get another add-on instead of taking one of the usual advancement rewards.
MOMENTUM: You are able to enter a state of cumulative momentum at will, harnessing inertia to your advantage. Each time you succeed on a REFLEXIVE roll, gain +1 REFLEXIVE. This bonus accumulates until you stop moving, at which point your REFLEXIVE attribute reverts back to normal. Rolling a failure with a cumulative bonus from this trait will incur DAMAGE equal to the bonus, and cause you to stop moving.
MONOLOGUE: When you give an impassioned ethical, political, or philosophical speech, roll +CREATIVE. On a partial success, you engage your target in the melodramatic speech, temporarily distracting them. On a full success, they see your line of reasoning and make an effort to join your school of thought.
MONSTERS: Once per mission, you may use your computerized monster index to summon and command a monster from the barcode of any real-life object you have with you. Arrange the numbers in the barcode from lowest to highest and derive your monster's stats as follows: DAMAGE equal to 1D6 + the lowest number, HP equal to the highest number, and ARMOR equal to the middle number (if there are two, split the difference and round down). State and record the monster's appearance and name, and work out a special power with the referee that reflects the origin object (e.g. belches of flame from a bottle of hot sauce or answering any one question from a library card).
MORBID: You have some kind of relationship with death. Describe how, and what form death takes. If you or another character dies, you can call death to your side. Death will give you some task or challenge and a time limit, then the dead character is healed by 1D6. If you don't complete the task within the time limit, death takes you both.
MURDER: You're followed by a heckling murder of crows that spout various ominous phrases (some helpful). The crows circle when someone is soon to die, foreshadowing danger. You may command the crows to circle around an enemy, who takes +1 DAMAGE from all sources until the crows get bored and leave.
MUTANT: You are a picture of evolution in microcosm, always changing form as your unstable genome shifts. At the beginning of each mission, roll 1D6. On a 4+, drop any one trait you already have (except MUTANT), and permanently replace it with another, recalculating your attributes.
NINJA: Due to your training in the dark arts of subterfuge, any acrobatic or athletic action you take will always be completely silent, even when you roll failures. You may choose your current ninja weapon at the beginning of each mission: shuriken (1D6 DAMAGE), kunai (3 DAMAGE, usable for climbing), or smoke bomb (temporarily disorient 1D6 targets).
NUMBERS: All numbers have meaning. At the beginning of each mission, roll 1D6. Once per mission, you may replace any number with the number rolled. This can be another roll (such as damage) or a number-based fact spoken by the referee (five enemies, ten days, six stars, etc.)
OBJECTS: You may attack with any non-weapon object within reach—if you describe a unique, creative way of causing harm with this object, it functions as a weapon which deals 1D6 DAMAGE. Subsequent objects you attack with add a cumulative +1 DAMAGE bonus per new object; this cumulative bonus resets to 0 when you roll a failure, reuse an attack description, or switch to a conventional weapon.
PAINLESS: You cannot feel pain, and being hurt will never cause you to flinch or stop what you're doing. At the beginning of each mission, the referee will roll 1D6 and keep the result hidden from you. The first time you reach 0 HP during the mission, you will regain HP equal to the result.
PARKOUR: You can easily swing, jump, and free-run across rooftops and rafters without rolling the dice. If it's something really precarious, like barrels floating in toxic waste or a rope bridge full of people shooting at you, you can still do it, but you'll drop one of your items in an inconvenient spot—the referee decides what, and where.
PET: You have a small pet (1-3 HP, referee's choice) which you always keep on your person—perhaps in a shirt pocket, on your shoulder, or leashed to your belt. Describe your pet and choose a bonus for them: 1) grants 1 ARMOR and functions as an accessory, 2) grants +1 to an attribute of your choice for a single roll when fed a treat, 3) deals 3 DAMAGE to an enemy when fed a treat. If your pet dies, you can start the next mission with a new one, but not with the same bonus as before.
PHONE: You may make telepathic "calls" to anyone regardless of time, distance, or interdimensional status—these calls may be routed through local telephones and radios, or may simply appear as a disembodied voice. Those you call are not guaranteed to answer. Sometimes, you'll receive calls you'd prefer not to.
POCKET: You can fit pretty much anything into your personal pocket dimension (and retrieve it at will) as long as you are not restrained or particularly distracted. Your pocket-space might be accessed through a bottomless bag, a door that follows you between rooms, or a wormhole you can summon with a wish.
PRECOGNITION: Once per mission, before you roll the dice to do something risky, you may declare a state of precognition—have everyone mark down where they are, their HP and items, and any other useful notes to capture the current situation. Roll the dice and continue play as normal. Next time you're prompted to roll the dice, decide if what's happened was your destined path, or in fact a mere possible future—if so, rewind the story using everyone's notes, keeping in mind that small distortions in reality are a normal consequence of precognitive radiation.
PREPPER: You are perpetually awaiting the moment when the world goes to shit. When each mission starts, choose a specific survival skill you've been practicing (e.g. knot-tying, finding water, or securing shelter). Add +2 whenever you roll the dice to do something risky involving your current survival skill, and gain an additional +1 HP whenever you heal from eating MREs or other non-perishables.
PROJECTION: You can project your spirit from your body to access any faraway place remotely, as long as your physical body is safe. You can also cheat death and keep 1 HP once per mission by abandoning your body, but you will be stuck in spirit form until it gets medical attention.
PROSTHETIC: One of your limbs is replaced with any weapon you own, and you can equip another weapon to use. When you roll the maximum damage possible with an equipped weapon, you can roll damage again with your limb-weapon for an extra powerful combo attack.
PSYCHOMETRY: Once per mission, you can ask any inanimate object you are touching a psychic question. Objects will answer truthfully, but are limited by their experience—a photograph cannot comprehend the passage of time, and a gun can only think in terms of killing.
PUNCTUAL: You always know what time it is, down to the second. When you need to get to a time-sensitive event, appointment, or meeting, you will always get there in the nick of time. If arriving on time is particularly unlikely, the referee will tell you in what way you are unprepared for it when you get there.
QUANTUM: If another player's character dies, you may rewind time to shortly before their death and permanently swap characters with them, giving you a second chance to save their life. Swapping back into a body you've inhabited before kills the one you're leaving.
QUILLS: You are covered in quills, spines, or thorns. When an enemy deals damage to you in melee combat, they take 1 DAMAGE in return. In addition, you may shoot the spines out of your body for 1D6 DAMAGE to everyone in the area, though you'll need a day to grow them back.
RADIOACTIVE: When you aren't wearing your treated bandages, radiation bursts forth from your body and deals 2D6 DAMAGE to anyone near you. When this occurs, you may attempt to direct the attack at a single target by rolling +FORCEFUL. After the damage is dealt, the radiation temporarily dissipates, but you will quickly waste away and die if your treated bandages are not reapplied.
RAGE: Whenever you do something risky that's loud, bloody, and violent, roll 3D6 and take the best two. Any other time you do something risky, roll 3D6 and take the worst two. Enemies who you hurt have a 1 in 6 chance of immediately attempting to flee the scene.
RECRUIT: If you bring an unconscious enemy back to base with you at the end of a mission, you may take them with you on future missions as another character you control. Recruits retain their currently equipped weapon and armor and may have up to one trait, decided by the referee. Recruits start with 1D6 MAX HP and gain 3 MAX HP for each mission they complete alongside you.
RETREAT: You have a place in your head (a cozy cabin, a crystal palace, a concrete cell, etc.) that you can manifest physically. Once per mission, you may roll +CREATIVE to transport yourself and up to four other people there. The specifics of the retreat may be changed at will, resting there heals 1D6 HP, and you or your guests may leave at any time.
RIVAL: Choose any other player to be your rival. Each time you spectacularly one-up or humiliate your rival, heal 1D6 HP. If your rival thoroughly one-ups you, you lose any WAR DICE you have. When you take this trait, you gain a new aesthetic feature, like a streak of dyed hair, an eyepatch, or a cool scar.
ROBOT: You are a man-made automaton bound by your rigid programming. When you take this trait, select another player to be your programmer (or allow all of the players to program you democratically). When a mission begins, your programmer(s) should define a three-word core directive for you to follow, such as "ELIMINATE ALL HOSTILES," "SEARCH NEW AREAS," or "PROTECT THE TEAM." Your programmer(s) should also select a broad concept which "does not compute," such as love, music, or peace. When you roll the dice to do something risky while acting on your core directive, roll 3D6 and take the best two. When you are exposed to something which does not compute, drop what you're doing and shut down for ten minutes, or take 1D6 DAMAGE.
RUNNER: You possess ultrahuman speed. Once per mission, you may outpace someone or something. If it's something really fast, like a hunting cheetah or a flying bullet, there will be a complication from over-exertion—the referee will tell you what.
SAWBONES: You're a doctor, but you don't have a medical license. Once per mission, when a player character dies, you can roll +CREATIVE to perform surgery and resurrect them with full health. You must swap out one of their traits for a new one as part of your experimental surgery, and explain why your operation changed their trait.
SCAVENGER: You understand that everything can be repurposed and that nothing need go to waste. If the referee narrates that you've run out of a finite resource (like ammo, medicine, or food), you may spend a WAR DIE and roll it to negate the referee and reveal your backup reserves, equal to the result rolled (e.g. 2 clips of ammo, 4 doses of antivenom, or 6 MREs). You always gain a WAR DIE at rendezvous points.
SEAL: You are a living lock for the cage of something horrible (you don't know what). You have complex tattoos and carvings across your entire body. If you die before the appointed time (also unknown), you release whatever you're holding back into the world.
SECURITY: If you have a reasonable amount of prep time and the coast is clear, you can use your anti-security kit and attempt to breach any lock or crack any safe by rolling +REFLEXIVE. You may also disarm traps you know about and can physically reach by rolling +TACTICAL.
SEDUCE: When someone wants to get with you, you can fade to black and get with them too. After you return from a nearby private retreat, roll +CREATIVE and choose one result on a partial success, or two on a full success: they want to help you, they trust you with their secrets, or they want to get with you again. On a failure, you're old news, and they'll dislike your company from now on.
SEER: When you have a moment of peace and quiet, you may read your divination tool (perhaps a deck of playing cards or a set of polyhedral dice) and roll +CREATIVE. If you succeed, the referee will answer one question about the current mission honestly. If it's a partial success, they'll answer vaguely. A failure brings a grim and terrible omen.
SEXY: You're so hot, and everyone knows it, you most of all. When you're wearing your fetching outfit, you can stun another person with your beauty without rolling the dice. If you take damage in the outfit, you have to stay out of the fight until it's over to attend to chipped nails, untucked shirts, and messed up hairdos.
SHOW: Your performance art (perhaps music, dance, acrobatics, or comedy) has inexplicable mind-altering effects on its audience. While performing, choose one of the following: your allies have +1 to an attribute of your choice, enemies are dazed (they deal -1 DAMAGE), or one enemy gives in to fun. You take -1 to any rolls made while performing.
SHRINK: Your unique atomic structure allows you to compress yourself down to a millimeter tall without rolling the dice. If you go smaller, you must roll +TACTICAL to avoid slipping through a hole in the quantum foam. Those who slip through the foam suffer mind-bending consequences, like becoming marooned or losing their sense of time (referee's call).
SKELETON: You have no flesh—explain why. You have 2 ARMOR against weapons that pierce or slash, and take +1 DAMAGE from weapons that bludgeon. If you reach 0 HP but all your bones are intact, you may rise with 1 HP after someone else completely reassembles you.
SLACKER: You abide by the universe in all things and appreciate simple pleasures. In addition to the single rendezvous point all player characters can use, you may always access an additional, second rendezvous point which is typically easy to reach and additionally contains snacks, substances, a hammock, or similar amenities.
SLEEPER: Your personality is but a programmed front to hide the dormant sleeper agent beneath (or maybe it's the other way around). When you take this trait, everyone at the table but you should come to a consensus on what your activation phrase is (like "the woman in white walks backwards through Prague," or "Epsilon orange Manila seventeen"). Once it's decided, write it down, and create a new, second FIST character who shares none of your traits—this is your sleeper persona (if you have already advanced, advance the persona an equal number of times, but do not choose the same advancement options). Any time you hear your activation phrase, you swap between personas, but the items in your inventory do not change to match your traits until you start a new mission.
SLOW-MO: You may slow time to a crawl (at a 1-to-1 seconds-to-minutes ratio) at will, turning volleys of gunfire into glittering armadas of hot lead ships. Doing so costs you 1 HP for every second of time you slow. Slow-time affects your actions and physical processes but does not change the speed of your thoughts, giving you lightning-fast cognition relative to those around you. During slowed time, your REFLEXIVE score is increased by 4.
SMITH: You may deploy your portable workbench once per mission to add a new effect to an existing weapon (you can choose a premade weapon tag or negotiate a custom effect with the referee). The effect will be successfully added if you leave the weapon at the workbench, acquire three integral but difficult-to-reach components, and return to combine the components and weapon. The referee will tell you what and where the components are; they are usually scattered throughout the mission area. You may also employ a similar process of deploying your workbench and collecting materials to forge new pieces of armor.
SPY: You are a dashing and clever international person of mystery. Major antagonists tend to behave in contrived and theatrical ways around you. If you are captured, you may ask the referee to give you an easy opportunity to escape and they will give it to you.
STAND: You command a flamboyant spirit with its own trait, tangible only to you but able to affect the corporeal world. Roll a random trait for your stand (D666) and choose a hyper-specific additional bonus, like "can be used twice per mission if my blood is removed and replaced" or "deals double DAMAGE if the target is left-handed." Everyone else at the table should democratically decide on a hyper-specific condition or downside, such as "can only be used when Mercury is in retrograde" or "causes a random bone in the user's body to break when used."
STONER: You function much better while high. When you have the time, you can enjoy your favorite strain using any method of your choice. State the name of the strain (e.g. "Green Giant" or "Nuclear Winter"), and choose a bonus: +1D6 HP, or +2 to your next roll.
STRETCH: You can stretch any of your limbs to a length of ten feet × your MAX HP by rolling the dice +REFLEXIVE. Stretched out limbs can be pushed even further, but will incur 1 DAMAGE for every additional ten feet of stretch. You take +1 DAMAGE when enemies specifically target stretched-out limbs.
STUBBORN: You're one tough son of a bitch, and not even God can keep you down for long. When you roll a failure and the referee narrates what happens next, you can spend a WAR DIE and declare that it doesn't, forcing the referee to narrate an entirely different failure outcome instead.
SUMMONER: You know the deepest, truest names of two phantasmagoric entities (demons, elementals, Platonic ideals, etc.) and their domains of power (such as grief, fire, or logic). You can summon them via fire-circle with ten minutes of unbroken ritual, or instantly by spending a WAR DIE. Each of these spirits will carry out a single magical command related to their domain of power before vanishing, and tend towards bad-faith or misguided interpretations of vaguely worded instructions. Magical attacks from summoned spirits deal 2D6 DAMAGE, and double DAMAGE if their domain is well-suited to the attack (like fire against ice, or silver against werewolves). When you advance, you may add another spirit to your roster instead of taking one of the usual advancement rewards.
SUNDER: Using your psionic powers, you may sunder the mind of anyone you presently perceive, dealing 1D6 DAMAGE which ignores ARMOR. You may roll additional six-sided dice and add them to the total DAMAGE at will. Opening a psionic channel strains your body (perhaps causing nosebleeds, shaking, or confusion), and you will always take DAMAGE equal to half of what you deal, rounded down.
SYMBIOTE: You're bonded to a violent symbiotic lifeform with whom you share a tumultuous and intimate relationship. The constant commentary by a chorus of alien voices makes it difficult to hold on your thoughts or focus on tasks. Your role is irrelevant—you can only advance by following the whims of the creature (roll D6, 1-2: Trust no one, not even for a moment, 3-4: Destroy something important, 5-6: Backstab a teammate before they backstab you).
SYNTHETIC: You are a human-like android. Your positronic brain can make thousands of calculations per second, and you never have to roll the dice for tasks like solving equations and calculating trajectories. You take 1D6 DAMAGE when your innards are exposed to water.
TEACHER: You are a wise mentor who fosters an inquisitive and confident attitude in your pupils. You can take on any player as a pupil—they can ask the referee for one useful fact of any type, once per mission. When you complete a mission, lose 1D6 MAX HP if you did not have a teachable moment with every pupil.
TELEKINETIC: You have telekinetic control over a single substance of your choice—it could be something simple like water or metal, or something more esoteric like blood or flies. You have a unique talisman, such as a mask or a pendant, through which you channel your power. If this psychic amplifier is damaged or lost, you are no longer telekinetic until you repair or replace it.
TELEPORT: You can teleport yourself (and any items you are wearing or holding) to a safe location at will, but not directly through opaque objects. If you want to teleport under fire, through an object, or beyond the immediate perceivable area, roll +TACTICAL to avoid accidents.
THRALL: You are bound to an anomalous artifact, a weapon which drives you to commit evil. When you start a mission, roll 1D6 to receive its command (1-2: Make a good person suffer. 3-4: Spread chaos and permanent destruction. 5-6: Sabotage your teammates). Your role is irrelevant—you can only advance if you have completed this task. All damage dealt with your anomalous weapon is increased +1D6.
TRAPS: You are an expert in the art of trapping and misdirection. Whenever you create or set a trap (e.g. covering a hole with leaves or wiring a grenade to a doorknob), you may declare that one passing enemy who is completely unaware of you becomes hurt or ensnared.
TRUTH: Through rigorous meditation and study of the natural world, you have determined that your reality is merely a consensus illusion enjoyed by beings from a "realer" reality as a leisurely game. Once per session, if you have a completely serene moment to achieve lucidity, you may speak through your "player" and contact the "referee" with requests for assistance (such as HP, items, or the sudden death of your enemies). Keep in mind that even if you are able to appeal to the referee's guilt or curiosity to get what you want, overuse of this power may see you branded "broken," "gimmicky," or "unfair" by the higher beings, spelling the end of your existence as a playable character.
TURRET: You have a portable mini-turret which can be deployed on any flat surface without rolling the dice. If it's somewhere difficult like a ceiling or dangerous outcropping, placing it will be more difficult and arduous—the referee will tell you how. Your mini-turret begins with 3 MAX HP and 1 ARMOR, but you may increase its HP by 1D6 or its ARMOR by 1 as an alternative reward when you advance. Whenever you or one of your allies successfully deal DAMAGE, you may command the turret to deal DAMAGE as well to any unobstructed target in the combat scene.
UNARMED: You are skilled in general unarmed self-defense, as well as one or more styles of martial art. You can silently knock any enemy unconscious, but they might make noise on the way down, or wake up at an inconvenient time—the referee will tell you the downside.
UNDEAD: That which should kill you only makes your rotting flesh weaker. When you would die, lower all of your attributes by 1 and revive next mission with full health. Each time this happens, you gain a new aesthetic quirk, like bolts in your neck or stitched-together skin. You may still die voluntarily.
UNFEELING: You experience no emotional interoception, and must rely on some other rationale to motivate your decisions under pressure. When you would roll CREATIVE to deal with something emotional, you may describe how you're using a different attribute and roll using that instead, adding your inverted CREATIVE score on top (e.g. +1 if you have -1 CRE, or -2 if you have +2 CRE).
VAMPIRE: You are pale and shadowy, starved for blood. If you have recently fed on a new victim, your next roll will be one degree of success higher. If you are currently exposed to sunlight, all your rolls will be one degree of success lower.
VEHICLE: You have a customized civilian vehicle of your choice. It could be a common vehicle like a motorcycle or pickup truck; it could be something unique like a snowmobile or horse. You can permanently mount any of your weapons on the vehicle, for yourself and for secondary gunners. You can also permanently scrap any armor you have and add it to your vehicle's armor rating. At 0 HP, the vehicle is unusable, but you can repair 1D6 HP between missions.
VENOMOUS: You can excrete a substance (perhaps as spit, or from your skin) that corrodes most materials and is fatal if ingested. Doing so is unpleasant and strenuous, and pushing out large amounts (i.e. more than a few drops, or a thin coating on a surface) will cost you 3 HP.
VOLATILE: Your menagerie of ultrahuman abilities is virtually infinite in scope, but which powers manifest themselves (and when) is completely unpredictable. At the beginning of each mission, roll a trait (D666). That trait replaces this trait (VOLATILE) until the end of the mission (although you also retain VOLATILE's containment armor and -2 TACTICAL penalty). Reroll your trait when you rest, use a WAR DIE, or take 6+ DAMAGE.
WEAPONMASTER: At the beginning of each mission, declare a specific type of weapon which you are currently training yourself to defend against. It shouldn't be too vague; pick something like "bolt-action rifles" or "two-handed swords." If an enemy attacks you with the weapon type you chose, their DAMAGE is cut in half, rounded down. You cannot choose the same weapon type twice in a row.
WEB: Your web-shooters spray pressurized jets of sticky, artificial fiber with high tensile strength and a slow-dissolving chemical makeup. You may roll +REFLEXIVE to incapacitate anyone by wrapping them in webs, and you may always deftly hang or swing from your webs without rolling the dice.
WINNER: You can always win low-stakes contests of skill, mettle, or chance without rolling the dice. If it's a high-stakes game (like five-finger fillet, Russian roulette, or an all-in poker hand), you can push yourself to win automatically at the cost of 1D6 MAX HP.
WITCH: You are a cunning practitioner of ancient magic who can cast spells at will. Magic spells may change any single situational detail which only you perceive at the moment of casting (such as making a shoe untied or causing a highway exit to be missed), but may not outright break the laws of physics. Words of magic burn the tongue, and each spell you cast costs 1 HP. Your odd charm never returns upon use, but you may choose to gain a new one as an advancement reward.
WIZARD: You are an arrogant meddler in the arcane otherworld, and many mischievous sorceries have taken up residence in your head. Once per mission, you may roll 1D6, gesture wildly, and unleash a torrent of magic upon any target: 1. Caster becomes a small animal for 30 minutes. 2. Target gains magical armor which negates an attack, then shatters. 3. Misaimed fireball which deals 2D6 DAMAGE to anyone in the way. 4. Target completely heals. 5. Target enters cadaverous but reversible sleep. 6. Target and caster both disintegrate. You may spend one WAR DIE to reroll the result, and spend more to reroll as many times as you like. If you advance, you can replace one of the 1D6 results with a new spell you and the ref agree upon, instead of taking the usual advancement reward. The azure bolts from your magic missile launcher are ontologically guaranteed to always hit someone—though not necessarily the intended target.
XENO: You do not look, think, or act like a human. You are clearly an alien, and cannot blend into groups of humans without a very good disguise. Describe what type of alien you are—other aliens of the same type will never be hostile to you.