Mind Traits

Benefits

Improved Clarity Threshold
Value: 2 per Rank
Prereq: None
Type: Trait
Characters with this Trait increase Clarity Threshold is increased by 1 for each rank in this Trait.

Competent
Value: 3
Characters with this Trait have a reputation for getting the job done – for a price. Anyone attempting to hire you will offer at least twice the fee they’d otherwise consider, will likely be accommodating, and is unlikely to try and cheat you.

Familiar Turf
Value: Variable
Prereq: Character Creation Only
Characters with this Trait are extremely familiar with a specific area or location’s culture, terrain, social norms etc. Depending on the degree this Trait is purchased, the character would receive a +2d10 dice pool modifier to all checks and tasks made within or relating to the chosen Area.

Size Value Description
Small 1 pt The area or location is the size of a small neighborhood.
Moderate 2 pts The area or location is the size of a small of a Town, such as the Barrens of a CityState
Large 3pts The entire CityState of the Region, or the Province around a Town
Regional 4pts The entire Region
Condition Value Description
Rare 1 pt the area is not encountered often at all, such as a completely different Region, or a distant Town or Province
Uncommon 2 pts The area is encountered often, but not constantly
Common 3 pts the area is encounter frequently throughout the campaign

Eidetic Memory
Value: 2
Prereq: None
Characters with this Trait rarely forget anything. They can instantly recall anything that they have experienced. Learning new Knowledge based skills are easier, but not cheaper, to learn. The Character receives a +2d10 dice poll modifier to all Research checks in order to reduce the time spent, as well as a +4d10 modifier to recall the specific location and exact details of situation or event.

Hindrance

Amnesia
Value: -3
Prereq: Character Creation Only
Characters with this Trait have lost most, if not all of their memories. They cannot recall who they are or anything about their past, but retain the use of their skills.

Extreme Amnesia
Value: -6
Prereq: Character Creation Only
Characters with this Trait are created by the Narrator, and the player does not know what skills are abilities the character possesses. The Player may still provide input as far as personality for the character, but it is not Guaranteed that the Character possessed such a personality before the game began.

Phobia, Delusion, Compulsion, Obsession, Hatred, Intolerance
Value: Variable
Prereq: None
Characters with this Trait suffer from deep-seated feelings activated by specific triggering conditions. The value of this trait is based on the rarity of the condition or situation, as well as the severity of symptoms that the situation has caused.

Condition Value Description
Rare +0 pts The triggering condition is extremely rare, specific and only occasionally encountered. For example: dogs barking, cats hissing, fire elementals, dragons, lightning.
Uncommon -1pt The triggering condition is relatively rare. For example: weather (storms, high winds), common animals (dogs, cats, insects) or specific sounds or smells.
Common -2 pts The triggering condition is commonly encountered. For example: Sunlight, magic, the outdoors, crowds, and specific metahuman races.
Severity Value Description
Mild -1 pt The character is distracted from the task at hand by the mental affliction. Apply a -1d10 modifier to all tests made while so distracted.
Moderate 2 pts The character’s reaction is seriously distracting. Apply a -2d10 modifier to all tests made while the character is faced with the condition. Directly confronting the condition requires a successful Willpower + Confidence Resistance Task to resist 4 Damage to Ego.
Severe 3 pts The character collapses, runs away, or goes berserk (depending on the mental flaw) whenever he encounters the triggering condition and fails to make a successful Willpower + Confidence vs 4 test. Even if the test succeeds, the character still suffers a -2d10 modifier to all tests.

Bloodthirsty
Value: -2
Prereq: none
Characters with this Trait who are put into violent situations must use lethal force. They completely oppose the use of non-lethal means of force, and must make a Willpower test vs 2 in order to refrain from killing an individual. They cannot pull their punches, or attempt to lessen the amount of damage they deal in combat.

Combat Paralysis
Value: 2
Prereq: none
Characters with this Trait freeze up in combat situations. They are unable to act on the first turn of any surprise attack. They also go last on the first turn of any normal combat situation. They also receive a -2d10 modifier to any Confidence check involving Combat, such as fear intimidation and the like.

Combat Monster
Value: -1
Prereq: None
Characters with this Trait have a hard time ending a fight. It takes them 3 turns to disengage from any fight, once they intend to do so. They may attempt a Willpower Test, and each success will reduce the number of turns by 1.

Compulsive Liar
Value: -2
Prereq: None
Characters with this Trait almost never tell the truth. They suffer from an overwhelming urge to distort the truth. Whenever asked a question, the character must make a Willpower check. One success indicates a mild deception, two successes indicate a refusal to answer one way or another, and three or more successes means that the character manages to forcibly tell the truth if he desires to do so. Zero successes means the character answers with the exact opposite of the truth as he knows it.

Short Attention Span
Value: -1 per Rank (Max = Willpower)
Prereq: None
Characters with this Trait have trouble keeping watch, listening to complex orders, following the plot of a story, or performing other such tasks that require continued attention. Their Willpower is considered to be 1 less, per rank in this Trait for Willpower checks to stay focused on any Extended Mental Task.

Pacifist
Value: -2
Prereq: None
Characters with this Trait actively avoid needless violence and will not kill unless in self-defense. They cannot participate in premeditated murders, and they feel obligated to prevent such action when given the opportunity to do so.

Extreme Pacifist
Value: -5
Prereq: None
Characters with this Trait refuse to participate in any form of violent act against any sentient being, despite the situation. If for some reason, the character feels that their action has directly, or even sometimes indirectly, caused harm to someone else, they must make a Confidence + Willpower check vs 8. Each success on this check will prevent 1 Point of Ego damage to the character.

Mind Traits

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