AI:L Trait List: Difference between revisions
Line 57: | Line 57: | ||
“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap. Gain one advantage for each point of ammunition spent. | “Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap. Gain one advantage for each point of ammunition spent. | ||
==Thaumatech Traits== | ==Thaumatech Traits== |
Revision as of 17:31, 12 April 2017
Return to Ascension Isle: Legacy
Traits
Ancestry Traits
All characters must take one Ancestry Trait to show where they come from. In the hierarchical world the Chosen and Zenith have created this is the most important Trait for many characters and defines who they are and what they may become.
A character can pick a second Ancestry Trait at a cost of +1 trait point as a mixed ancestry surcharge, in addition to the cost of the additional Ancestry Trait.
Jibrilite Pol (1 trait point) – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins. As Jibrilites they get access to the Thaumatech Alpha trait for free.
Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen. They gain a +1 bonus to five skills and +2 Core Aether. As Jibrilites they get access to the Thaumatech Alpha trait for free.
Jibrilite Codex (3 trait points) – Codex heritage Jibrilites are members of the trusted Hiero Houses of the Chosen, and have access to the greatest secrets of the Chosen. Codex Jibrilites gain +1 Aether and +4 Core Aether. As Jibrilites they get access to the Thaumatech Alpha trait for free.
Jibrilite Construct (1 trait point) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen. Constructs gain +1 to one stat, +5 to PS and 5 Armour DR with coverage 9 (“my one weakness”) due to their robust construction. They also suffer a -5 penalty to social conflict with all Gamma Thaumatechs, or -10 to Zeta Thaumatechs of their affiliated Chosen, and are vulnerable to “Override” vibes.
Unbound Construct (2 trait points) – Unbound Constructs are created beings that have freed themselves from their masters, or have particularly benevolent (or unwise) progenitors. They do not suffer social conflict penalties nor are they vulnerable to “Override” vibes. Unbound Constructs function as constructs in all other respects.
Zenith Commoner – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.
Zenith Noble
Zenith Magus
Elven Commoner (1 trait point) Commoners take the “Weirdling” trait for free. Commoners suffer a -5 edge in social conflict against Nobles and a -10 edge in social conflict against Royals. Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins. Elven Commoners Gain +1 Core Aether, +1 maximum Aura. No Elf can take the Sorcery trait or any Thaumatech trait.
Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals. Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill. Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura. No Elf can take the Sorcery trait or any Thaumatech trait.
Elven Royal (3 trait points) Royals may take the “Ethereal Beauty” and “Eternal” traits for free. Elven Royals gain +2 Aether, +5 Core Aether and +5 maximum Aura. No Elf can take the Sorcery trait or any Thaumatech trait.
Eleutherian Plebian (1 trait point) - Plebs gain one bonus CP whenever they are awarded CP due to striving to show themselves the equal of the Patricians. Due to the superior education of the Republic, Plebs gain a +1 bonus to five skills points.
Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic. Due to the superior education of the Republic they gain +2 bonus to five skills. If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.
Citizen of Arth (0 trait points) – Human rebels against the established order who consider themselves freed from the old shackles. Increasingly common among Jibrilite and Mikaelan revolutionaries, but also in some Zenith communities. Citizen of Arth cannot be taken with any other Ancestry Trait. New Citizens may still optionally identify with any other human Ancestry Trait to show their heritage, or if they are descended from a long line of Citizens they may identify with none at all. Either way they take none of the bonusses or penalties. Instead they gain one additional Trait points due to their broader understanding of the possibilities of an unbound humanity.
Combat Traits
Basic Marksmanship (0 trait points - basic rifle trait)
- “Breath Control”: 1 Advantage to get a +2 to init or acc
- “Shot Placement”: 2 Advantage before shooting for +1d6 damage
- 4 Advantage for +2d6
- 6 Advantage for +3d6
- 8 Advantage for +4d6
- 10 Advantage for +5d6
“BOOM Headshot” (1 trait point): Half the Advantage cost of Shot Placement maneuvers, and add Overwhelming 1 to all Shot Placement attacks.
Crusader Combat Training (1 trait point)
- “Up and down”: 2 Advantage to move 5m without triggering a Reaction
- “Fast Reload”: 4 Advantage to reload as a free action
- “Five Rounds Rapid!”: 6 Advantage when conducting rapid fire to use it at any range.
- “Combat Sense”: 8 Advantage to pre-empt an attack and take a Reaction shot first
- “Soldier’s Luck”: 10 Advantage to cancel a hit.
“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap. Gain one advantage for each point of ammunition spent.
Thaumatech Traits
Thaumatech Alpha Access (1 trait points): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi. It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them. This ability is mostly based on genetic encoding and some basic training. Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites. Prerequisites: Skill: Thaumatech 1
Thaumatech Gamma Access (2 trait points): Thaumatech Gamma Access allows advanced praxis programming, including the construction and modification of new spells. It has historically been the province only of the privileged elite of the Jibrilite Dominions. This trait can only be taken by Jibrilites due to the safeties involved in the praxi, however these safeties can be overcome with certain quirks. Prerequisites: Hero Level: 1, Skill: Thaumatech 5, Trait: Alpha Access, Quirk: Jibrilite Nobles, Codex, Library, Tinker, or Abomination
Thaumatech Zeta Access (3 trait points): Thaumatech Zeta Access allows Chosen level administrator access to various praxi, and its use is highly restricted to the most senior levels of the church hierarchy. This trait can only be taken by Jibrilites due to the safeties involved in the praxis. There are continual rumours that a handful of non Jibrilites have managed to crack these safeties, however since the most recent of these involves a mad Kobold thaumatek these are not considered credible. Prerequisites: Hero Level: 3, Skill: Thaumatech 10, Trait: Alpha Access, Quirk: Jibrilite Codex, or Abomination
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior. Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of Solo Praxis. Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex