AI:L Trait List

From Sphere
Revision as of 20:07, 9 August 2015 by IXJac (talk | contribs) (→‎Traits)
Jump to navigation Jump to search

Return to Ascension Isle: Legacy

Traits

Traits are special abilities that allow characters to break or bend other established rules of the game. The most powerful Traits often are powered by Exploits.

General Traits

Adept (Skill) (X): Once per minute, this character can choose to take an automatic 10 on one dice of any roll for the indicated skill. If this option is chosen any remaining dice rolled cannot critically succeed.

Competent (Skill) (X): Once per minute, this character can choose to take an automatic 6 on one dice of any roll for the indicated skill. If this option is chosen any remaining dice rolled cannot critically succeed.

Natural Armour (X): The character has 5 DR at 90% coverage (my one weakspot!).

Solinarch (X): The character is implanted with Archenium circuitry, making them a living Thaumatech device. This trait allows the purchase of Solo Praxis. Solinarchs gain all their Core Aether as ready Ether.

Physique Traits

Combat Reflexes (X): This character can automatically dodge a close combat attack as a free interrupt action by spending Adrenaline. Every Adrenaline spent adds +10 to the character's AC.

Good Arm (X): Add 50% to throwing distance, and reduce scatter by one step.

Guard Stance (X): This character is trained to defend themselves in close combat, and can always spend a point of adrenaline to take a defensive close combat action.

Physical Training (X): Gain +5 maximum Physical Stress level. This trait can be stacked multiple times.

Shake it Off (X): Cancel a Light Wound by spending 1 Adrenaline.

The Rush (X): Gain 2 Adrenaline every time you roll initiative.

Senses Traits

Combat Senses (X): This character can automatically dodge a ranged attack as a free interrupt action by spending Focus. Every Focus spent adds +10 to the character's AC.

Combat Veteran (X): This character increases all cover against ranged attacks by one step.

Extended Overwatch (X): Gain a free Shoot action while in Overwatch.

Fallback (X): As an interrupt action, this character Can spend one Focus to retreat from an advancing enemy over whom they hold initiative so long as they have actions remaining and are in Overwatch.

Intellect Traits

Combat Foresight (X): Spend 1 Willpower to activate a defensive system as an free interrupt action.

Combat Re-assessment (X): This character can spend one Willpower to force a reroll of all initiative for the current combat at the start of the combat round. This ability can only be used once per round, but can be used in any round, including the first round of combat.

Combat Tactics (X): This character can automatically improve the value of any cover they are behind for one round ad a free interrupt action by spending Willpower. Every Willpower spent adds +5 to the character's cover AC bonus against all attacks.

Convincing (X): On a successful Conversation or Interrogation social combat the character can immediately spend 1 willpower to inflict a major Vibe rather than a minor one.

Go with the Flow (X): This character can spend an extra action preparing an etheric effect to disguise it with the natural ether flows and add +10 to the DC to detect it. This action can be stacked, however due to diminishing returns each additional action spent halves the DC increase (+5, +2, and finally +1).

Just as Planned (X): When combat is declared, but before the first round begins, this character can spend one Willpower to conduct a Tactics roll to influence the current combat. If the character has already made a Combat tactics roll prior to combat, this ability can be used to re roll the result.

Just as Planned, Speed Chess Edition (X): After the first round of combat has concluded, before the beginning of any subsequent round this character can spend two Willpower to conduct a Tactics roll to influence the current combat. This roll suffers from a +5 DC, on top of any other difficulties.

Logitike (X): This character is trained for wild magic in the Jibrilite fashion.

Natural Pilot (Trait) (X): This character can apply the selected trait to vehicles with a maneuverability rating of X or greater.

Nerves of Steel (X): This character does not suffer from the “Distracted” Bad Vibe effect.

Powerful Orator (X): When rolling a Social action against a group of 10 or more people, this character critically succeeds on a 9 or a 10.

Thaumatech, Inducted (X): This character has permissions for the use of Thaumatechnology. This is also called "Tech Alpha."

Thaumatech, Enlightened (X): This character has permissions for advanced Praxis circuits and functions, including code composition for creating their own circuits. This is also called "Tech Beta."

Thaumatech, Ascended (X): This character has the highest access permissions for secret Praxis functions, granted only to the most trusted servants of the Chosen. This is also called "Tech Gamma."

Thaumatech, Chosen (X): Access to all Thaumatech options - only known to the Chosen themselves.

Aether Traits

Aether Leech (X): As a free action, after inflicting any damage in close combat, drain one Ether from the target’s Core Aether, or leech their entire pool of naturally readied Ether. This second ability cannot target mechanically readied Ether due to geodes or other devices.

Ether Receptive (X): This character is particularly receptive to Ether and gains +5 Core Ather. This Trait can be stacked multiple times.

Quirks

Quirks are special traits that give a player rewards for playing their character in some fashion. These rewards can vary from extra Character Points to Power or even Fate Points.

Spacey (X): The character is prone to occasionally freezing and spacing out, perhaps seeing flashbacks or just admiring the scenery. Gain 1 CP per session for spacing out for a round during an important event (such as combat!). Gain one Power point if a space out directly prevents the defeat of a major enemy (it’s traditional to do this in response to the boss’ surprising revelation!).