AI:L Trait List
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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.
Jibrlite Traits
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 (3 trait points) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen. Constructs serve a variety of purposes, from vessels for the Chosen, thamatechnically modified inquisitors, to massive military constructs. Constructs gain either: +1 to all four stats; +2 to one stat and +1 to one stat; or +3 to one stat and -1 to one stat. As Jibrilites they get access to the Thaumatech Alpha trait for free. Constructs must also select at least -1 in negative traits, for which they do not receive an additional trait point.
Zenith Empire Traits
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.
Mikealan Traits
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.
Global Ancestry Traits
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.
Negative Traits
Negative Traits are penalties a character can take to grant themselves more trait points to spend elsewhere. A character can start with up to five points in Negative Traits. A character can also have these traits inflicted upon themselves over the course of play. The cost of a negative trait is how may trait points it returns to the character.
Short (-1 trait point): Your character is 4-5 feet tall, and suffers a -2 edge penalty to Athletics rolls for movement or close combat.
Very Short (-2 trait points): Your character is 3-4 feet tall, and suffers a -4 edge penalty to Athletics rolls for movement or close combat.
War Wound (-1 trait points): Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound should be detailed, such as a stiff leg from an arrow to the knee (-2 Adrenaline), or the shakes from mental trauma (-2 Will) or a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and two trait points.
Sealed Powers (Variable): Your character must meet certain conditions before a selected trait can be used. These conditions can be fairly straightforward such as the authorization of a superior, or the consumption of a particular substance, or they can be more esoteric such as a particular time of day, or only against a specific opponent. The cost of this negative trait is the cost of the trait it is linked to. This is modified by +1 for a condition that could be easily met at any time such as the permission of another party member, consuming a combat drug, only after the enemy has fired first, or inflicting a small amount of damage to themselves with a cut. There is no modification for a moderately difficult condition such as the permission of an ally who is not always present, only after wounding or killing an opponent, only against a broad group of enemies, or only working in daylight or at nightime. The cost is increased by -1 for a condition that would be difficult to fulfill in the course of normal play such as only activating at a certain hour of day (sunrise and twilight, high noon) or day of the week, or only against a specific individual. Particularly difficult to meet conditions could have this increased to -2.
Combat Drug Addiction (-1 trait point): Your character is addicted to combat drugs and must use them at least once a session or suffer a -3 penalty to all rolls in the subsequent session until they use them. This penalty increases by 1 for each subsequent session of withdrawal until it reaches a maximum of 5 after three sessions. Thereafter it declines at the same rate until it reaches 0 and the trait becomes dormant until combat drugs are used again.
Etheric Flame (-1 trait point): Your character possesses an internal etheric flame that burns like a bonfire, shining brightly to all with etheric sight. Others using Aspex or Second Sight gain a +3 to detect this character, and can do so even if the character has no aura.
Thautech Lock (-2 trait points): Your character is locked out of all Chosen praxis, and attempting to use them triggers a damaging etheric feedback loop that inflicts the equivalent of an Etherbolt attack with no possible defense. This is a very common trait for Elves.
Unsettling (-1 trait point): Something is very socially "off" about this character, enough so that others will immediately notice it and become wary, hostile or seek to keep their distance. They may be badly disfigured, be covered in gang tattoos, or just have a particularly off-putting attitude. Because of their unsettling nature the character suffers a -3 edge to their rolls in social conflict. This penalty does not apply to the use of one liners in short round combat, or interrogation in long round conflict, and does not affect their defensive static values.
Anchored Chakras (-1 trait point): The character is firmly "anchored" in Apatha, so much so that they neither reach nor cross the Veil Between Worlds. The character cannot use Veil magic of any sort, and others attempting to target them with veil magic suffer a -5 edge penalty. This trait can only be taken by Willworkers or Thaumatechs. It cannot be taken by those with no Etheric powers, or by Sorcerers.
Adamant Chakras (-1 trait point): The character's form is resolutely static and resists all forms of transmutation. The character cannot use transmutation magic of any sort, and others attempting to target them with transmutation magic suffer a -5 edge penalty. This trait cannot be taken by those with no Etheric powers.
Fated Chakras (-1 trait point): The character's fate marches relentlessly down the path of causality and is resistant against manipulation in space and time. The character cannot use Continuum magic of any sort, and others attempting to target them with Continuum magic suffer a -5 edge penalty. This trait cannot be taken by those with no Etheric powers.
Captive Chakras (-1 trait point): The character's etheric essence is tightly contained and they emit no more Aura than any normal living being. The character cannot use Aura magic of any sort, and others attempting to target them with Aura magic suffer a -3 edge penalty. This trait can only be taken by Thaumatechs. It cannot be taken in conjuction with Willwork or Sorcery.
Wyrmfood (-3 trait points): This character's aura is of particular notice to that lie across the Veil, and there are many in Peritha who would seek to capture and consume it. At the end of each round where the character's aura is 1 or more, roll 1d10. On a roll of 11 or more, a creature from across the Veil has taken notice and will join the fight, attempting to capture the character and their delicious aura. The character can avoid making this roll by spending 1 Willpower to suppress the Aura effects, so long as their Aura is no higher than their Intellect. This trait can only be taken by Willworkers or Sorcerers. The musty auras of Thamatechs are apparently quite bland to Perithans.
Frail (-2 trait points): The character's body is particularly frail. They suffer a -2 to PS per Health Level and roll at +1 to all wound effects.
Combat Timer (-3 trait points): The character has only a limited amount of time in which they can engage in combat. Each time the character rolls for initiative they must expend one exploit. Which exploit this is (Adrenaline, Focus, Willpower of Core Aether) is chosen when this trait is picked and cannot be changed. If the character cannot spend an exploit of this type they immediately drop out of combat.
Combat Traits
Basic Leadership (0 trait points - basic leadership trait) Targets one size bracket by default.
- “Commanding Shout”: 2 Advantage to expand leadership benefits. Zero Threshold of five, granting effect over one additional size bracket per success, up to a maximum of four additional brackets (1*/3/7/15/31).
- “On My Target”: 4 Advantage to have allies engage the same target, gaining +2 Edge to hit per size bracket.
- “Take Cover”: 6 Advantage and 1 Willpower to grant a defensive reaction to ally.
Basic Marksmanship (0 trait points - basic rifle trait)
- “Breath Control”: 1 Advantage to get a +2 edge to a single roll
- “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.
Crusader Leadership Training (2 trait points)
Adrenal Advantage (1 trait point): Allows a character to spend Adrenaline rather than Advantage when performing special manuevers. One Adrenaline equals two Advantage.
Prerequisite: Hero 1, Physique 4
Focused Advantage (1 trait point): Allows a character to spend Focus than Advantage when performing special maneuvers. One Focus equals two Advantage.
Prerequisite: Hero 1, Senses 4
Willful Advantage (1 trait point): Allows a character to spend Willpower rather than Advantage when performing special maneuvers. One Willpower equals two Advantage.
Prerequisite: Hero 1, Intellect 4
Aetheric Aura (1 trait point): Allows a character to spend Core Aether rather than Aura when performing special maneuvers. One Core Aether equals two Aura.
Prerequisite: Hero 1, Aether 4
Magic Traits
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
Possible Character Traits
Jonas Related Traits
Physical Conditioning (1 trait point): You gain +5 maximum Physical Stress to every health level. This trait can be taken once, and then one additional time for every Hero Level a character possesses.
Prerequisite: Physique 3
Pumped/Focused/Willful/Aetheric (1 trait point): +1 to one Exploit pool. Can be taken multiple times. Exploit pool cannot exceed double the stat value.
Ace 1 (3 trait points): The Ace Trait is attached to a specific skill. The character may spend one point of the appropriate Exploit when rolling that skill to roll an extra d10.
Prerequisite: Hero 1, only one Ace trait per hero level
Ace 2 (2 trait points): The Ace Trait is attached to a specific skill. When activating Ace, the character also gains the +2 edge bonus for spending an Exploit.
Prerequisite: Hero 2, only one Ace trait per hero level
Orator (2 trait points) Access to the Oratory conversation options
Prerequisite: Conversation 4
Diva (3 trait points) Gain 1 Willpower after succeeding in a Social Action against a large audience. Prerequisite: Hero 1, Intellect 3
Rhetorical Recovery (2 trait points): Cancel one point of vibe immediately after it is inflicted by spending 1 Willpower as a free action. Prerequisite: Hero 1, Intellect 5
Republic Weapons Training (2 trait points)
Prerequisite: Firearms 2
Republic Officer Training (3 trait points)
Prerequisite: Leadership 3
Guerilla (1 trait point): Access to the Guerilla tactical battle options.
Prerequisite: Tactics 3
Chessmaster (3 trait points): Access to the Chessmaster tactical battle options.
Prerequisite: Hero 1, Tactics 5
TrackIron Operator (1 trait point): Ability to operate TrackIrons without penalty.
AutoGear Operator (2 trait points): Ability to operate AutoGears without penalty.
Tank Hunter (1 trait point): Access to the Tank Hunter Weapon System combat options.
Prerequisites: Weapon Systems 3
Merciless (1 trait point): Gain +1 Advantage for hitting exposed targets. Gain an additional +1 advantage for killing or incapacitating them.
Aran Related Traits
Ethereal Beauty (1 trait point): +3 to all Graces rolls, and all Graces based social successes are considered one level higher. Prerequisite: Elf, or Physique or Intellect of 5
Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions. Prerequisite: Physique of Intellect of 5
Magi Aspirant (1 trait point): Magi Aspirant is the entry level into the Zenith style of Willwork, common across Heylel and Rafaela. It provides access to the bronze circle of common Zenith willwork spells. Prerequisites: Skill: Willwork 1
Magi Adept (2 trait points): Magi Aspirant is the journeyman level of the Zenith style of Willwork. It provides access to the silver circle of common Zenith willwork spells. Prerequisites: Hero 1, Skill: Willwork 3
Magi Master (3 trait points): Magi Master is the highest commonly attained level of the Zenith style of Willwork. It provides access to the gold circle of common Zenith willwork spells. Prerequisites: Hero 2, Skill: Willwork 5
Zenith Bayonet Training (1 trait point):
Elven Fencing Style (2 trait points): Elven sword and magic combat options Prerequisites: Melee 3, Elf or Elven Circles
Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options Prerequisites: Hero 2, Skill: Melee 6
Zenith Knight Combat Magi (3 trait points): Zenith combat spell options Prerequisites: Hero 2, Trait: Magi Adept
Elven Glamour Magic (2 trait points): Tricksy elven foolery options Prerequisites: Elf or Elven Circles, Trait: Magi Aspirant
Night Court Doom Magic (5 trait points): OP elven doomspell BS options Prerequisites: Hero 3, Trait: Magi Master
Aint Got Time to Bleed! (3 trait points): Gain 1 Adrenaline at the end of any combat round in which you were wounded. Prerequisites: Hero 1, Physique 3
Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action. Prerequisite: Hero 1, Physique 5
Alice Related Traits
Close Combat Gunslinger (2 trait points) Prerequisites: Hero 1, Firearms 4, Unarmed 4
Quick Draw Gunslinger: (1 trait point)
Can only be used with pistol weapons.
+2 Edge bonus to Initiative in the first round of combat.
- Gain 3 advantage for winning initiative over all opponents in the first round of combat.
- Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.
- Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)
Prerequisites: Firearms 4, Alertness 4
Two Handed Gunslinger (2 trait points) Prerequisites: Hero 1, Firearms 4
Alpha Logitike (1 trait point): Jibrilite non-combat willwork spells, or "Lotek Praxi."
Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.
Omega Crucible (2 trait points): Jibrilite Crusader magical martial art focusing on the use of transmutation to deliver powerful strikes Prerequisite: Omega Logitike
Gun Fu (2 trait points): You can roll Senses + Firearms to "block" firearms attacks made at close combat ranges as a normal reaction. By spending one Focus you can also do this at all ranges.
Prerequisites: Hero 1, Close Combat Gunslinger