This step is optional. You can choose up to two traits that modify your character in some way. These traits will always have both a positive and negative effects, because otherwise there’d be no point not picking them! Anyway, here’s a list [these are still under review].
Sex Appeal: You are as beautiful as Prince Blueblood or Fleur de Lis. Individuals who are sexually oriented towards your gender are attracted to you, but potential sexual rivals tend to become quite jealous.
You receive +2 RM with NPCs attracted to members of your sex and -2 RM with NPCs not attracted to members of your sex.
Bruiser: With you, less is more. You may be a bit slower, but your sheer strength more than makes up for it. +2 Strength (up to racial max), but -6 AP.
Chem Reliant: Your chance of addiction when taking chems is doubled, but you will only suffer a maximum of two stacks of the addiction effect.
Chem Resistant: Your chance of addiction is halved, but so is the duration of chems.
Fast Shot: Your attacks with guns and energy weapons cost 1 less AP (to a minimum of 1) but take a -5 penalty on attack rolls.
Four Eyes: You have +1 Perception while wearing glasses and -1 Perception while not wearing glasses. For the purpose of meeting requirements for perks, use your Perception while not wearing glasses. Mark your two variable perceptions with a slash, so if your bas is 5, its going to be 4/6. The second number is perception with glasses.
Ghoul: You are undead, animated by the necromantic energies that were unleashed on Equestria in the apocalypse. You do not need to eat, drink or sleep. You heal through exposure to radiation, as per the following trait, but you do not heal naturally at all. Prolonged lack of exposure to radiation can cause physical and mental deterioration, inflicting first Endurance then Intelligence penalties.
As a Ghoul Radiation is beneficial to you; you regenerate through exposure, and your body consumes rads during the regeneration process at the rate of 10 rads per turn. However, without radiation, your body heals naturally at only a quarter of the normal rate.
- 150-299 rads (minor radiation poisoning) – Recover 5 health every turn
- 300-499 rads (advanced radiation poisoning) – Recover 10 health every turn
- 450-999 rads (critical radiation poisoning) – Recover 15 health every turn, regenerate crippled limbs
- 1000+ rads (deadly radiation poisoning) – Recover 20 health every turn, regenerate crippled limbs
Good Natured: You gain +5 to your Barter, Repair, Medicine, Science, Speech and Survival skills, but -5 to your Explosives, Guns, Energy Weapons, Melee and Unarmed skills.
Heavy Hoofed: Your melee and unarmed attacks do +5 damage, but deal -15 critical damage.
Intimidating Presence: You have a powerful, unsettling presence. Some NPCs may be more careful about what they do or say around you so as not to arouse your ire, but you take a -1 penalty to RM.
Jinxed: You have +5 botch chance, and the botch chance of any roll made against you is increased by 5.
Kamikaze: You gain +8 AP but take a -5 penalty to your Ranged, Close and Explosives Defences, and dodging costs you an additional 2 AP.
Life of the Party: You’re friendly with almost everyone you meet, but you’re miserable when alone. You gain +1 RM, but you take a -5 penalty to all rolls when you aren’t around at least one character who is indifferent or better toward you. Other player characters can count for this purpose.
Loose Cannon: Your attacks with thrown weapons cost 2 less AP (minimum 1), but take a -10 penalty on attack rolls.
Small Frame: You gain +1 Agility, but you have 30 points less health.
Trigger Discipline: Your attacks with guns and energy weapons cost 1 more AP but gain a +5 bonus on attack rolls with guns or energy weapons.