Character traits

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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.

List of traits

  • Positive traits are listed in green. Negative traits are listed in red.
Trait name Point gain/cost Effects Description Incompatible with
Addiction-prone +2 Doubled chances of addiction with all substances. You have what some would call an addictive personality. Substance resilient
Agile 1
Agile 2
-2
-4
Natural Agility +1
Natural Agility +2
You've always been quicker on your feet than most other people you know. Clumsy
Ambidextrous -1 This character can dual-wield without the FT+1 accuracy malus. Right-handed? Left-handed? This was never a problem to you.
Bad eyesight +2 Permanent FT +1 effect. You have an eye condition that can't be fixed with eyeglasses.
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.
You were always a ravenous eater and you've always had room for dessert. 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.
Fighting isn't just a necessity to you. It's something you do for fun. Scaredy-cat
Brittle bones +4 Fractured limbs are treated as disabled instead of damaged. For some reason, your bones break very easily. 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). ♪I can't sleep, something's all over me / ♪Greasy insomnia, please release me
Chronic Fatigue 1
Chronic Fatigue 2
+1
+2
Permanent effect: Minimum Fatigue set to 25.0%.
Permanent effect: Minimum Fatigue set to 40.0%.
Not an early bird, not a night owl. Just some kind of permanently exhausted pigeon.
Chronic Stress 1
Chronic Stress 2
+1
+2
Permanent effect: Minimum Stress set to 25.0%.
Permanent effect: Minimum Stress set to 40.0%.
The idea of a stress-free life is alien to you. You're always some degree of tense.
Clumsy 1
Clumsy 2
+2
+4
Natural Agility -1
Natural Agility -2
Being nimble is for cats, not you. Agile
Combat veteran -3 The effects of combat stress are halved for this character. ♪Bad company / ♪'Til the day I die Scaredy-cat
Darkness adapted -1 Permanent effect: Darkness adapted. You aren't scared about the monsters in the dark... because you are one.
Directionless +1 When traveling in the UA, the number of rooms to destination is increased by 5 on all routes. You're the sort of person who needs a map to find the bank down the street. 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.
Organization schmorganization... You just stuff things in your bag and hope for the best. Organized
Druggist -2 This character can identify meds on sight. You have extensive knowledge of drugs and can recognize them without equipment.
Fast learner -1 This character earns Training Points at a faster rate.
Skill training (shooting range, dojo): Your Training Points are equal to your successes divided by 4 instead of 5.
When using a Dojo's training machines, you gain 5d25 XP per use instead of the normal 4d25.
You learn new concepts faster than most. Slow learner
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%
You know that fitness is the first step of preparedness. Out of shape
Frail limbs 1
Frail limbs 2
+1
+2
Base limb health value x0.9
Base limb health value x0.8
You've always bruised easily, and you doubt your body would last long in a real fight. Tough limbs
Frigid +1 This character heals no Stress at all in the following situations:
Strip club: Pole-dancing shows, private dances, special services
Sanctum: Stress-relief chamber ; Cubus: Sex services ; Reading erotic books
Any sexual or intimate situation (at the GM's discretion)
Sexual matters do nothing for you - it's annoying and bothersome. Horny
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.
You know a guy who knows a guy... Point is, you know how to get the GOOD stuff.
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).
You have less life experience than the average person. Seasoned
Hebizuka's Favorite -4 Increases your maximum Favors by 1. You are favored by the Administrator and may receive lucky breaks at the most opportune moments.
Heinous past (neutral town)
Heinous past (faction)
+1
+3
See this section for details You've done something in the past that you'd rather not talk about.
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
♪Now I shall reign in blood! 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 ; Reading erotic books
Any sexual or intimate situation (at the GM's discretion)
You are simply unfathomably horny. Frigid
Improvised smith -3 The character gains the Improvised repairs ability. You can keep your gear repaired in ways that make engineers blush.
Jeweler's Eye -2 This character can identify gemstones on sight.
(This trait doesn't grant the ability to appraise them.)
You have a knack for minerals and gemstones and can tell them apart with ease.
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. Some of the weapons that are out there are just too hard for you to use.
Killjoy +1 The Stress healing effect of books, radio and TVs is halved. Books are for nerds, radio sucks, and television fries the brain. 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.
You content yourself with less than most others. 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
♪I'd like to see / ♪How you all would bleed for me 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.
If anything can go wrong for you, it usually will, often spectacularly.
Mycologist -2 or
Free*
This character can identify mushrooms on sight.
* If your character is a hakutaku, you get this trait for free and cannot remove it.
You are highly knowledgeable about mushrooms and can tell them apart on sight.
Navigator -1 When traveling in the UA, the number of rooms to destination is decreased by 5 on all routes. Finding your way is easy for you. You even know a couple shortcuts. Directionless
Ninja -3 The character gains the Danger close ability. You have mastered the art of hiding in plain sight.
Organized -2 The main capacity of any backpack worn by this character is increased by 20 units. You could fit everything and the kitchen sink in your bag, and still close it. 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%
You're not really the fittest person you know. 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%
Unfortunately, you know firsthand what being in a world of pain means. 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%
You are capable of enduring punishment that would break other people. Pain sensitive
Pauper 1
Pauper 2
Pauper 3
+1
+2
+3
When selecting equipment during character creation, this character has access to a Parallar symbol.png3500 budget instead of Parallar symbol.png5000.
When selecting equipment during character creation, this character has access to a Parallar symbol.png2000 budget instead of Parallar symbol.png5000.
When selecting equipment during character creation, this character has access to a Parallar symbol.png500 budget instead of Parallar symbol.png5000.
You might not have much money, but that's not going to stop you. Wealthy
Permanent addiction (low tier)
Permanent addiction (medium tier)
Permanent addiction (high tier)
+1
+2
+3
See this section for details. ♪What's my drug of choice? / ♪Well, what have you got?
Phobia (single creature)
Phobia (category)
+1
+2
See this section for details. There are things out there that scare you more than anything else.
Pretty
Very pretty
-2
-4 or
Free*
This character's base Negotiation roll is 2d7 instead of 2d6.
This character's base Negotiation roll is 2d8 instead of 2d6.
* If your character is a kitsune, you get Very Pretty for free and cannot remove it.
Everyone's always told you that you're pretty, handsome, or good-looking. Ugly
Very ugly
Scaredy-cat +1 The effects of combat stress are doubled for this character. You were never made for combat and you'd rather avoid confrontations. 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).
You have a wealth of skills and life experiences at your disposal. Greenhorn
Slow learner +1 This character earns Training Points at a slower rate.
Skill training (shooting range, dojo): Your Training Points are equal to your successes divided by 6 instead of 5.
When using a Dojo's training machines, you gain 3d25 XP per use instead of the normal 4d25.
You're not great at this whole learning thing. Fast learner
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)
You could get into the Salty Spitoon just by staring at the bouncer. Weak
Sturdy bones -2 This character is considered to have sturdy bones even if their species normally doesn't. Nothing breaks your bones. Lots of things break on you, though. Brittle bones
Substance resilient -2 Halved chances of addiction with all substances. You are surprisingly resistant to addiction. It's hard for you to get hooked. Addiction-prone
Sworn Nemesis +2 See this section for details "This world ain't big enough for the two of us."
Tough limbs 1
Tough limbs 2
-1
-2
Base limb health value x1.1
Base limb health value x1.2
You are tough and resilient to injuries. 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.
They say beauty is in the eye of the beholder. You're not convinced. Pretty
Very pretty
Vivid imagination -1 The Stress healing effect of books, radio and TVs is doubled. All it takes to forget your worries is one good song, book, or show. 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)
You don't want to admit it, but maybe you do belong at Super Weenie Hut Jr... Strong
Wealthy 1
Wealthy 2
Wealthy 3
-1
-2
-3
When selecting equipment during character creation, this character has access to a Parallar symbol.png6500 budget instead of Parallar symbol.png5000.
When selecting equipment during character creation, this character has access to a Parallar symbol.png8000 budget instead of Parallar symbol.png5000.
When selecting equipment during character creation, this character has access to a Parallar symbol.png9500 budget instead of Parallar symbol.png5000.
Money was never a problem for you. Pauper
Wherever I may roam -2 The effects of travel fatigue are halved for this character. ♪And the road becomes my bride!

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 hit squads specifically targeting the character. These hit squads can appear at any moment and should be appropriately armed and equipped.
  • 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 hit squads specifically targeting the character. These hit squads can appear at any moment and should be appropriately armed and equipped.
    • 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 four combat skills. The selected skills become restricted. You may take up to 4 levels in this trait, resulting in up to 16 restricted combat skills. All restricted combat skills must be marked as such on your character sheet.

  • The first two combat skills you select for each level must belong to either the Firearms or Heavy weapons group.
  • The last two combat skills you select for each level must belong to the Melee and misc. group.

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 starts you with Dependency Level 1 for the corresponding addiction, and removes the possibility of treatment at a hospital. You can only mitigate a permanent addiction from higher levels back down to Level 1, but never completely remove it.

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. After combat, the Combat stress effect is quadrupled.
  • 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. After combat, the Combat stress effect is quadrupled.

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).