Character traits
Navigation: | Main Page → Getting started, step 4: Character customization → Character traits |
This page contains the full list of character traits you can assign to a player character.
Contents
List of traits
- Positive traits are listed in green. Negative traits are listed in red.
Trait name | Point gain/cost | Description | Incompatible with |
---|---|---|---|
Addiction-prone | +2 | Doubled chances of addiction with all substances. | Substance resilient |
Agile 1 Agile 2 |
-2 -4 |
Natural Agility +1 Natural Agility +2 |
Clumsy |
Ambidextrous | -1 | This character can dual-wield without the FT+1 accuracy malus. | |
Big eater 1 Big eater 2 Big eater 3 |
+1 +2 +3 |
This character's nutrition and hydration requirements at Daily Reset are multiplied by 1.25. This character's nutrition and hydration requirements at Daily Reset are multiplied by 1.5. This character's nutrition and hydration requirements at Daily Reset are multiplied by 2. |
Light eater |
Blood Knight | -2 | This character gains a Blood Knight counter in the special stats. The Blood Knight counter goes up by 1 for every creature killed. On Daily Reset, this character heals 1.0% Stress for every Blood Knight point obtained. The counter is then reset. |
Scaredy-cat |
Brittle bones | +4 | Fractured limbs are treated as disabled instead of damaged. | Sturdy bones |
Can't get no sleep | +2 | When resting, this character only heals 8.0% Fatigue per day period slept (half the normal amount). | |
Chronic Fatigue 1 Chronic Fatigue 2 |
+1 +2 |
Permanent effect: Minimum Fatigue set to 25.0%. Permanent effect: Minimum Fatigue set to 40.0%. |
|
Chronic Stress 1 Chronic Stress 2 |
+1 +2 |
Permanent effect: Minimum Stress set to 25.0%. Permanent effect: Minimum Stress set to 40.0%. |
|
Clumsy 1 Clumsy 2 |
+2 +4 |
Natural Agility -1 Natural Agility -2 |
Agile |
Combat veteran | -3 | The effects of combat stress are halved for this character. | Scaredy-cat |
Darkness adapted | -1 | Permanent effect: Darkness adapted. | |
Directionless | +1 | When traveling in the UA, the number of rooms to destination is increased by 5 on all routes. | Navigator |
Disorganized | +2 | The main capacity of any backpack worn by this character is decreased by 20 units. If this trait would cause a backpack to have less than 5 units of main capacity, it becomes 5 units. |
Organized |
Fit 1 Fit 2 Fit 3 Fit 4 Fit 5 |
-1 -2 -3 -4 -5 |
Natural Endurance +10% Natural Endurance +20% Natural Endurance +30% Natural Endurance +40% Natural Endurance +50% |
Out of shape |
Frail limbs 1 Frail limbs 2 |
+1 +2 |
Base limb health value x0.9 Base limb health value x0.8 |
Tough limbs |
Gaged Connections | -2 | When selecting equipment during character creation, this character may: Select weapons with a Rarity of up to 6 (instead of 3). Select any clothing and armor, except any form of Power Armor. At the GM's discretion, the character may also gain a friend or contact selling weapons or armor at preferential rates. |
|
Galaxy brain | -2 | The player may directly ask the GM for ideas if they need it at any point during the game. You can use this effect no more than once per session, unless permitted by the GM. The GM should embody the spirit of Hebizuka: Be helpful but be as mischievous as possible. |
|
Greenhorn 1 Greenhorn 2 Greenhorn 3 |
+1 +2 +3 |
When attributing skills during character creation, this character starts with 9 points to spend (instead of 12). When attributing skills during character creation, this character starts with 6 points to spend (instead of 12). When attributing skills during character creation, this character starts with 3 points to spend (instead of 12). |
Seasoned |
Heinous past (neutral town) Heinous past (faction) |
+1 +3 |
See this section for details | |
High Blood 1 High Blood 2 High Blood 3 High Blood 4 High Blood 5 |
-1 -2 -3 -4 -5 |
Natural Maximum Blood +1 Natural Maximum Blood +2 Natural Maximum Blood +3 Natural Maximum Blood +4 Natural Maximum Blood +5 |
Low Blood |
Horny | -1 | This character heals double Stress in the following situations: Strip club: Pole-dancing shows, private dances, special services Sanctum: Stress-relief chamber Cubus: Sex services Any sexual or intimate situation (at the GM's discretion) |
|
Improvised smith | -3 | The character gains the Improvised repairs ability. | |
Just can't use this 1 Just can't use this 2 Just can't use this 3 Just can't use this 4 |
+1 +2 +3 +4 |
See this section for details. | |
Killjoy | +1 | The Stress healing effect of books, radio and TVs is halved. | Vivid imagination |
Light eater 1 Light eater 2 Light eater 3 |
-1 -2 -3 |
This character's nutrition and hydration requirements at Daily Reset are multiplied by 0.9. This character's nutrition and hydration requirements at Daily Reset are multiplied by 0.8. This character's nutrition and hydration requirements at Daily Reset are multiplied by 0.7. |
Big eater |
Low Blood 1 Low Blood 2 Low Blood 3 Low Blood 4 Low Blood 5 |
+1 +2 +3 +4 +5 |
Natural Maximum Blood -1 Natural Maximum Blood -2 Natural Maximum Blood -3 Natural Maximum Blood -4 Natural Maximum Blood -5 |
High Blood |
Murphy's Law | +2 | Condition loss on a critical failure is quadrupled. Stacks with other multipliers (e.g., pressure levels, powder quality). At the GM's discretion, acts of spectacularly random bad luck may strike this character. See this section for ideas. |
|
Navigator | -1 | When traveling in the UA, the number of rooms to destination is decreased by 5 on all routes. | Directionless |
Ninja | -3 | The character gains the Danger close ability. | |
Organized | -2 | The main capacity of any backpack worn by this character is increased by 20 units. | Disorganized |
Out of shape 1 Out of shape 2 Out of shape 3 Out of shape 4 Out of shape 5 |
+1 +2 +3 +4 +5 |
Natural Endurance -10% Natural Endurance -20% Natural Endurance -30% Natural Endurance -40% Natural Endurance -50% |
Fit |
Pain sensitive 1 Pain sensitive 2 Pain sensitive 3 Pain sensitive 4 Pain sensitive 5 |
+1 +2 +3 +4 +5 |
Natural Pain Sensitivity +10% Natural Pain Sensitivity +20% Natural Pain Sensitivity +30% Natural Pain Sensitivity +40% Natural Pain Sensitivity +50% |
Pain tolerant |
Pain tolerant 1 Pain tolerant 2 Pain tolerant 3 Pain tolerant 4 Pain tolerant 5 |
-1 -2 -3 -4 -5 |
Natural Pain Sensitivity -10% Natural Pain Sensitivity -20% Natural Pain Sensitivity -30% Natural Pain Sensitivity -40% Natural Pain Sensitivity -50% |
Pain sensitive |
Pauper 1 Pauper 2 Pauper 3 |
+1 +2 +3 |
When selecting equipment during character creation, this character has access to a 3500 budget instead of 5000. When selecting equipment during character creation, this character has access to a 2000 budget instead of 5000. When selecting equipment during character creation, this character has access to a 500 budget instead of 5000. |
Wealthy |
Permanent addiction (low tier) Permanent addiction (medium tier) Permanent addiction (high tier) |
+1 +2 +3 |
See this section for details. | |
Phobia (single creature) Phobia (category) |
+1 +2 |
See this section for details. | |
Pretty Very pretty |
-2 -4 |
This character's base Negotiation roll is 2d7 instead of 2d6. This character's base Negotiation roll is 2d8 instead of 2d6. |
Ugly Very ugly |
Scaredy-cat | +1 | The effects of combat stress are doubled for this character. | Blood Knight Combat veteran |
Seasoned 1 Seasoned 2 Seasoned 3 |
-1 -2 -3 |
When attributing skills during character creation, this character starts with 15 points to spend (instead of 12). When attributing skills during character creation, this character starts with 18 points to spend (instead of 12). When attributing skills during character creation, this character starts with 21 points to spend (instead of 12). |
Greenhorn |
Strong 1 Strong 2 Strong 3 |
-1 -2 -3 |
Natural Strength +20% (+10% if this character is an oni) Natural Strength +40% (+20% if this character is an oni) Natural Strength +60% (+30% if this character is an oni) |
Weak |
Sturdy bones | -2 | This character is considered to have sturdy bones even if their species normally doesn't. | Brittle bones |
Substance resilient | -2 | Halvled chances of addiction with all substances. | Addiction-prone |
Sworn Nemesis | +2 | See this section for details | |
Tough limbs 1 Tough limbs 2 |
-1 -2 |
Base limb health value x1.1 Base limb health value x1.2 |
Frail limbs |
Ugly Very ugly |
+2 +4 |
This character's base Negotiation roll is 2d5 instead of 2d6. This character's base Negotiation roll is 2d4 instead of 2d6. |
Pretty Very pretty |
Vivid imagination | -1 | The Stress healing effect of books, radio and TVs is doubled. | Killjoy |
Weak 1 Weak 2 Weak 3 |
+1 +2 +3 |
Natural Strength -20% (-40% if this character is an oni) Natural Strength -40% (-80% if this character is an oni) Natural Strength -60% (-120% if this character is an oni) |
Weak |
Wealthy 1 Wealthy 2 Wealthy 3 |
-1 -2 -3 |
When selecting equipment during character creation, this character has access to a 6500 budget instead of 5000. When selecting equipment during character creation, this character has access to a 8000 budget instead of 5000. When selecting equipment during character creation, this character has access to a 9500 budget instead of 5000. |
Pauper |
Wherever I may roam | -2 | The effects of travel fatigue are halved for this character. |
Heinous past
This subsection details how the Heinous past traits function.
- Heinous past (neutral town): This character is banned from one neutral town (specify which, subject to GM approval), attempting to re-enter that town will result in an attempt to arrest or kill the character. At the GM’s discretion, people affiliated with that town may hire mercenaries to form a death squad specifically targeting the character which can appear at random moments.
- Heinous past (faction): As above, but applies to an entire faction and every town controlled by that faction. Members of that faction will attack the character on sight when met in the UA, and that faction may form a death squad specifically targeting the character which can appear at random moments.
- Although this trait is intended to be used with a major faction, you may ask the GM to take the trait with a minor faction if it makes sense for your character. As minor factions do not control any towns, it is up to the GM to make the difference in one way or another (e.g., reducing the point gain to +2, increasing the amount of death squads, etc.)
If your character also has the Sworn Nemesis trait, the Sworn Nemesis may be part of (or be) the death squad.
Just can't use this
For every level of this trait taken, you must select two combat skills. The selected skills become restricted. You may take up to 4 levels in this trait, resulting in up to 8 restricted combat skills. All restricted combat skills must be marked as such on your character sheet.
A restricted combat skill cannot receive any Training Points or any Skill Points, effectively permanently locking it at Unskilled level.
Murphy's Law
A character with this trait is phenomenally unlucky, and it is up to the GM to manifest these bouts of bad luck. They can be inconvenient and annoying (but ultimately harmless), or they can have real and serious effects (imparting damage or Effects to the character). It's all up to the GM.
Suggestions:
- Lights going out in a UA room without warning, plunging the character into environmental darkness
- Radios or TVs failing when operated by the character, possibly shocking them and delivering Pain
- Sinks, showers, toilets suddenly failing and bursting a pipe, coating the character in sewage water and giving them a water-soaked effect
- And anything else you can come up with...
Permanent addiction
For the purposes of this trait, all addictions are categorized into tiers:
- Low tier: Nicotine, Alcohol, Cannabis
- Medium tier: Amphetamine, Benzo, MDMA, Opioid
- High tier: Anabolic steroids, Cocaine, PCP, Magic mushrooms
A character may have up to 3 permanent addictions of any tier. The amount of points granted depends on the tier.
When taking the trait, you must specify which substance family you wish your character to be permanently addicted to. A permanent addiction removes the possibility of treatment at a hospital.
Phobia
A character may have up to 3 phobias of any kind.
The two phobia types are as follows:
- Phobia (single creature): Select a particular creature. If your character enters Combat mode against at least one individual of that species, your character gains an FT +1 effect.
- Phobia (category): Select an entire creature category. If your character enters Combat mode against at least one member of this category, your character gains an FT +1 effect.
Restrictions: You cannot select the Humans, Halflings, Youkai, Angelic, Demonic or any of their members to be the subject of a Phobia.
Sworn Nemesis
If your character possesses this trait, your character is hunted by a nemesis of some kind. The nemesis's apparent sole purpose in life is to kill the player character. The exact reasons, details, and backstory regarding that nemesis should be discussed between the GM and the player, with the following considerations and recommendations:
- The nemesis's reasons should be reasonably unshakeable (it shouldn't be possible to convince them with a single check)
- The nemesis's reasons should make sense with the player character's backstory and motivations
- The nemesis may show up at any moment the GM deems necessary.
- The nemesis should be appropriately armed, skilled, equipped, and prepared to kill the player character.
- If there is an agreement between the GM and the player on the matter, the nemesis may share the same death system as the player character, potentially allowing the nemesis to come back regularly.
- If the player character also has the Heinous Past trait, this may play into the nemesis's backstory, and he may even be part of the death squads (or even be the death squads).