So, 5 trait points. Have fun. Note that you cannot take a basic, negative trait more than twice.
Basic:
-Physical Trait:
Bull's Strength (1): You are exceptionally strong. Add an additional d10 to your melee weapon damage on top of its base diceroll. Add a flat +5 to all melee damage. All Strength related roll will use a d20 with a flat +2
Cat's Grace (1): You are exceptionally agile. Grant a +5 to all to hit. All agility related roll use a d20 with +2. You receive a further +3 to evasion. Each rank grant +3% DR penetration.
Bear's Endurance(1): You are exceptionally endurable. Each time you pick or level up this trait, grant 1d10 to your HP and 10% damage reduction. All Endurance related rolls use a d20 with flat +2
Eagle's Eyes(1): You are exceptionally perceptive. Your perception related rolls use a d20 with a flat +2. You receive a +5 when rolling for loots and scavenging.
Noodle arms (-1): Opposite of Bull's Strength. You will use a d5. Flat penalty is -5.
Wet tissue (-1): Opposite of Cat's Grace. You will use a d5. Flat penalty is -5.
Four left foot(-1): Opposite of Bear's Endurance. You will use a d5. Flat penalty is -5.
Mole's sight(-1): Opposite of Eagle's Eyes. You will use a d5. Flat penalty is -5.
-Mental Trait:
Eagle's Splendor (1): Your charisma is irresitable. Grant d20 +2 to your social rolls. Addtionally, your presence grant +5% to all will checks to all nearby allies.
Owl's Wisdom (1): You have a supercomputer for brain. Grant d20+2 to your intelligence rolls. Additionally, this can be applied to item crafting.
Mule's Will(1): You do not back down, ever. Grant d20+2 to your will rolls. Additionally, you regen 1 health each turn. This regeneration cannot be suppressed.
Only a mother can love(-1): Opposite of Eagle's Spendor. While you do not decrease others' will check by being there, you can expect a rough social life. You will use a d5 for your social rolls.. Flat penalty is -5.
Dimwitted(-1): Opposite of Owl's Wisdom. You will use a d5 for your intelligence roll. Flat penalty is -5.
Wimp(-1): Opposite of Mule's Will. Instead of regeneration, you take 10% amplified damage. Use a d5 for your will rolls. Flat penalty is -5.
Advance traits:
-Crafter (2): You can create certain equipments with the right tools and materials on a d20.
-Higher Education (X) (1): Pick a field to study. You gain +5 bonus to rolls involved that field. Depend on your pick, this trait can synergize with crafters to unlock more crafting recipe. Note that this hardly ever useful on the field.
-Weapon Mastery(X)(1) : Pick weapon. Your rolls with that weapon is now a d20. Gain a flat +2 to hit and damage Additionally, you gain a bonus 5% DR penetration(3% if its a firearm). Note: your fists count.
-Profession(X)(2): Pick a profession(Scavenger, medic, soldier, erc). Your role for that is now a d20 with a flat +2. This will have more immediate use.
-(X) Pilot: Pick a vehicle (Power armor, car, boat, plane, spaceship, whatever). You use a d20 when handling that vehicle. Add +2 flat bonus.
-(X)Phobia(-1): You have a crippling fear of (X). All rolls result is cut in receive -30% modifier when this fear is triggered.
-Insane(-5): You are stark raving, barely functional, insane. You hear voices, you see things, everything taste like purple. No mechanical penalty, but Fun Things may happen.
-Rude(-2): You don't get on well with other. All social rolls get a -30% modifier.
-Megalomania(-4): Your Ego is so big, it needs a capital E and come with its own gravitational well. You gained -10% penalty to all rolls if someone do something better than you. This will stacks. To lose your penalty, you must mediate, success at something, or pass a difficult will check.
-(X)Addiction(-2): You need something. Badly, For every twelve hours spend without fix, you receive a -10% to all rolls, stacking.
Power Traits:
-Super(X)(5): Pick a basic trait. All benefits granted by that trait receive is doubled. If you amplify a negative trait, you will give more point. If you get said basic trait pass level 10 , you gain special bonus depending on what you pick.
Strength: Your fists hits like black holes travelling relativist speed. You deal an additonal 100% of your melee/unarmed damage as true damage on top of your normal damage, which is still affected by normal resistance penetration. (You may break your weapon though)
Agility: At this point, you can walk through walls by dodging molecules. When rolls for evasion or to-hit, roll a d100. Unless the result is one, you success. With lasers, you success on any roll higher than 40
. You can dodge AOE no matter where you are in relation to the explosion, but you still have to use normal evasion.
Endurance: What is this thing you called damage? All damage come at you is reduced by 90% before your resistance is taken into account. You also constantly regenerate 10% of your max health.
Perception: Almost nothing can be kept hidden from you. You can see everthing clearly as long as you have a line of sight. Read
this at from two countries away? No problem.
Charisma: You're the second, third, and fourth comming of Christ rolled into one. The weak willed practically drop to worship at your very sight. Further more, your aura now affect all rolls.
Intelligent: At this point, you are practically omniscience. You gained perfect photographic memory. You have knowledge of everything going on around you, including the thoughts of others. The further it is from you, the more muddy your insight is, but you are never blind. Additionally, you are granted limited insights into events that had and will happens.
Will: You seemed to have got lost on your way to shounen town. If your health is below 50%, you can start rolling d20s. At a 20, you regains all health. Furthermore, if the damage you recieve is more than 10% of your current health, You ignore 70% of it, the remaining 30% is still subjected to your DR.
-Energy Projection(5): Pick one method of projection (balls, beams, etc) and something to project(Fire, laser, ice, etc.). Damage, accuracy and other effect is dependent on what you choose. To-hit chance depent on Agility.
-Adaptive transformation(5): You can freely shift your basic physical trait around. Additionally, you gain 3 points to spend on these traits when you pick and level up this power.
-Psionic(5): You can twist the minds of others around you and make subtle or not so subtle changes to their brains. While you cannot deal real damage, you can grant numerous debuffs and status effects. Use d20.
-Game Face(3): Halve all bonuses grant from all your powers. You get the Game Face transformation. In this form, all bonuses from powers are doubled. Your Game Face has its own HP, once this is depleted, you lose your transformation. You can only use this once per day. Once combat is over, your transformation end and go on cool down.
Monstrous Transformation: You transform into...something. Double your Strength, Endurance, Agility and Perception bonuses. Your Intelligence and Charisma is reduced to zero. You are Berserked and will randomly attack everything in sight. To control your action, you must pass a will check for every action.[/trait]