Difference between revisions of "AI:L Trait List"

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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.
 
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
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Prerequisites: Hero Level: 3, Skill: Thaumatech 8, 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.
 
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
 
Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex
 
  
 
=Possible Character Traits=
 
=Possible Character Traits=

Revision as of 21:56, 18 February 2019

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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. They also gain +1 to the Thaumatech skill due to a natural affinity for the magic of the Chosen. Codex is a prerequisite for the highest level Thaumatech traits and abilities. 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 or 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.

Stage fright (-1 trait points): The character is deathly afraid of speaking in public, and must spend 1 Willpower for every long round they engage in social conflict or drop out of the conflict.

Doomed (-5 trait points): The character is doomed. The nature of this doom, whether it be a terrible prophecy, a life near its natural end, or an active death wish should be defined by the player. When the character gains enough CP to gain a Hero level they will still gain the level but then cease gaining CP and will soon die. Once that point is reached, any attack by another character sufficient to kill them will automatically do so, at the attacker's discretion. The attacking character will gain from 1 to 5 CP for making that death particularly dramatic or appropriate. Aside from this, the Doomed character's death cannot be used to gain CP, Power or Fate by another character. Can only be taken by Hero 1 or higher.

Combat Traits

Basic Leadership (0 trait points - 1 leadership skill) 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 - 1 firearms skill)

2 Advantage for +1d6 damage
4 Advantage for +2d6
6 Advantage for +3d6
8 Advantage for +4d6
10 Advantage for +5d6

Basic Grappling (0 trait points - 1 unarmed skill) Standard attack Throw 1 - steal +1 Advantage per Threshold

2 Advantage to Ground - deal 1d3 damage and cost an action
4 Advantage to Throw 2 - steal +1 Advantage per Threshold and move opponent to adjacent square
6 Advantage for Flow - Set up defensive pattern to Throw 1 all attackers
8 Advantage for Throw 3 - steal +1 Advantage per Threshold and move opponent threshold steps in squares
10 Advantage for Weave - Set up defensive pattern to Ground all attackers

“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): Gain one extra Advantage when spending Adrenaline for Advantage.
Prerequisite: Hero 1, Physique 4

Focused Advantage (1 trait point): Gain one extra Advantage when spending Focus for Advantage.
Prerequisite: Hero 1, Senses 4

Willful Advantage (1 trait point): Gain one extra Advantage when spending Willpower for Advantage.
Prerequisite: Hero 1, Intellect 4

Aetheric Aura (1 trait point): Gain one extra Advantage or Aura when spending Core Aether for Advantage or 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 8, 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, and -1 to lingering wound rolls. 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.

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.

"Planned Support": 2 Advantage to make a supporting roll as a free action.

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

Basic Strikes (0 trait points)
+1 Advantage gained for successful strikes.
Deals 1d6/2 damage with a Physical Factor of 8.

For every 2 Advantage: Reduce Physical Factor by +1 for one round.

Basic Throws (0 trait points)
+1 Advantage gained for successful strikes.
Deals 1d6/2 damage with a Physical Factor of 8.

2 Advantage: "Sweep," Attempt advantage transfer.
4 Advantage: "Ground," cost target their next action with a successful attack.
6 Advantage: "Fling," Throw target 5m, including into another person. Grounds if athletics check failed.
8 Advantage: "Fling," Throw target 10m.
10 Advantage: "Fling," Throw target 15m.

Basic Grapples (0 trait points)
+1 Advantage gained for successful grapples.

2 Advantage: "Pin" Immobilize a character on the ground
4 Advantage: "Hold" Immobilize a character while standing
6 Advantage: "Joint Lock" cost opponent one HL if they take an action
8 Advantage: "Joint Break" cost opponent one HL.
10 Advantage: "Submission" incapacitate an opponent if they fail an Athletics check.

Close Combat Gunslinger (2 trait points)
May parry as a free interrupt with Senses+Firearms, up to the rate of fire of your wielded pistols
+1 Advantage gained for hitting enemies without cover within 5m
Can pay Focus to use pistol attacks as follow through actions after strikes or grapples.

2 Advantage: "Fast Reload," Reload as a free action without resetting advantage.
4 Advantage: "Close and Personal," Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.
6 Advantage: "Twitch Reflexes," Automatically dodge all ranged attacks in the current turn as a free interrupt.
8 Advantage: "Bullet Dancer," Gain +10 to your ranged AC for the rest of the combat. Activate as a free action.
10 Advantage: "Two Hands," gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.

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 Can change Combat Advantage to Aura as a free action, raising Aura by as much as the character's Aether attribute.
Can pay Core Aether to follow through on any close combat strike with an Etheric Action.


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

Chrysanth Related Traits

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 integrated Solo Praxis. Because they are integrated into the Solonarch's body, Solinarch Solo Praxis are used with Aether + Aether Channel rather than Intellect + Thaumatech. A Solinarch may choose five Solo Praxis to be slotted.

"Flow like Water" (1 trait point): Gain one extra Advantage from successful throws.

Mantle of the Chosen (1 trait point): Gain +5 edge in social conflict with Jibrilites who hold a positive or neutral view of the Chosen. Suffer a -5 edge penalty in social conflict with Jibrilites who hold a negative view of the Chosen.

Graviton Master (2 trait points): Manipulate gravity waves with a touch.

Spend Willpower for Advantage in addition to Adrenaline
Spend Willpower for follow-through on any successful unarmed attack
Increase ground and throw damage to 1d6, affected by threshold multiplier
Pin with 1d6 Physique DC, affected by threshold multiplier
Reduce threshold by +1 per 5 Intellect + Thaumatech

Gregorio Related Traits

Mad Scientist (??? trait points): Just like an evil villain makes a monologue for this dastardly plan, so too will a mad scientist babble his work to no one in particular about his craft. Doing so will make you sound disturbed to any listening, but the +1 to your Willpower when you commit makes it worthwhile.

Psyche (1 Trait points): Natural telepathic ability, including the ability to switch teletex routers and establish mind to mind connections. This ability still requires the target possess a teletex or logotex, but allows the Psyche to overcome the usual routing restrictions.

Unbound Psyche (3 Trait points): The ability to use telepathy without a teletex.

Coded Autoclaire Operator (1 Trait point): Use Intellect + Thaumatech to create semi-autonomous praxis macros to operate an Autoclaire.

Synergent Autoclaire Operator (2 Trait points): Pilot an Autoclaire using combat initiative and personal stats lile Physique + Athletics or Senses + Firearms

Integrant Autoclaire Operator (3 Trait points): Pilot an Autoclaire with magic initiative and Aether + Aether Channel