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Descriptors

The document outlines various character traits and abilities, each providing unique benefits and skills. Traits include Charming, Clever, Graceful, Intelligent, Learned, Mechanical, Rugged, Stealthy, Strong, Strong-Willed, Swift, and Tough, each with specific enhancements and limitations. Additionally, each trait offers starting equipment or bonuses, influencing gameplay and character development.

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0% found this document useful (0 votes)
2 views6 pages

Descriptors

The document outlines various character traits and abilities, each providing unique benefits and skills. Traits include Charming, Clever, Graceful, Intelligent, Learned, Mechanical, Rugged, Stealthy, Strong, Strong-Willed, Swift, and Tough, each with specific enhancements and limitations. Additionally, each trait offers starting equipment or bonuses, influencing gameplay and character development.

Uploaded by

Garadan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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CHARMING

You’re a smooth talker and a charmer.

You play up the personality facet of your Intellect


stat; intelligence is not your strong suit. You’re
personable, not necessarily studious or strong-willed.

You gain the following benefits:

+2 to your Intellect Pool.

Skill: You’re trained in all tasks involving positive


or pleasant social interaction.

Skill: You’re trained when using Techniques


or Special abilities that influence the minds of
others.

Contact: You have an important contact who is


in a minor influential position. You and the GM
should work out the details together.

Inability: You were never good at studying or


retaining facts. The difficulty of any task involving
lore, knowledge, or understanding is increased by
one step.

Inability: Your willpower is not one of your strong


points. Whenever you try to resist a mental attack,
the difficulty is increased by one step.

Additional Equipment: You’ve managed to talk


your way into some decent discounts and bonuses
in recent weeks. As a result, you have 10 extra credits to start.

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CLEVER
You’re quick-witted, thinking well on your
feet. You understand people, so you can fool them but are
rarely fooled. Because you easily see things for what they are,
you get the lay of the land swiftly, size up threats and allies,
and assess situations with accuracy.

You gain the following benefits:


Smart: +2 to your Intellect Pool.

Skill: You’re trained in all interactions involving


lies or trickery.

Skill: You’re trained in defense rolls to resist


mental effects.

Skill: You’re trained in all tasks involving,


identifying or assessing danger, lies, quality,
importance, function, or power.

Inability: You were never good at studying or


retaining trivial knowledge. The difficulty of any
task involving lore, knowledge, or understanding is
increased by one step.

Additional Equipment: You see through the schemes


of others and occasionally convince them to believe
you—even when, perhaps, they should not. Thanks to
your clever behavior, you have 10 extra credits to start.

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GRACEFUL

You have a perfect sense of balance, moving and


speaking with grace and beauty. You’re quick, lithe,
flexible, and dexterous. Your body is perfectly suited
to dance, and you use that advantage in combat to
dodge blows. You might wear garments that enhance
your agile movement and sense of style.

You gain the following benefits:


Agile: +2 to your Speed Pool.

Skill: You’re trained in all tasks involving balance


and careful movement.

Skill: You’re trained in all tasks involving physical performing arts.

Skill: You’re trained in all Speed defense tasks.


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INTELLIGENT

You’re quite smart. Your memory is sharp, and you


easily grasp concepts that others might struggle
with. This aptitude doesn’t necessarily mean that
you’ve had years of formal education, but you have
learned a great deal in your life, primarily because
you pick things up quickly and retain so much.

You gain the following benefits:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in an area of knowledge of


your choice.

Skill: You’re trained in all actions that involve


remembering or memorizing things you experience
directly. For example, instead of being good at recalling
details of geography that you read about in a book,
you can remember a path through a set of tunnels that
you’ve explored before.

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LEARNED

You have studied, either on your own or with an


instructor. You know many things and are an expert
on a few topics, such as history, biology, geography,
technology, nature, or any other area of study.

Learned characters typically carry a few books around


with them and spend their spare time reading.

You gain the following benefits:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in three areas of knowledge of


your choice.

Inability: You have few social graces. The difficulty


of any task involving charm, persuasion, or etiquette is
increased by one step.

Additional Equipment: You have a datapad loaded with books on various topics.

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MECHANICAL

You have experience with technology and machines.

You gain the following benefits:

Smart: +2 to your Intellect Pool.

Skill: You’re trained in all actions involving


identifying or understanding the technology.

Sense technology: You can sense whether the


technology is active in situations where its presence
is not obvious. You must study an object or location
closely for a minute to get a feel for whether the
touch of machinery is at work.

Technique: You can perform the Technique known as


Minor Alteration when you have a free hand and can pay
the Intellect point cost.

Minor Alteration (1 Intellect)


You can perform small tricks: temporarily change the color or basic
appearance of a small object, cause small objects to float through the air,
clean a small area, mend a broken object, prepare (but not create) food, and
so on. You can’t use Minor Alteration to harm another creature or object. Action.

Inability: You have a manner or an aura that


others find a bit unnerving. The difficulty of any
task involving charm, persuasion, or deception is
increased by one step.
Additional Equipment: You have a set of mechanical tools.

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RUGGED

You’re a nature lover accustomed to living rough,


pitting your wits against the elements. Most likely,
you’re a skilled hunter, gatherer, or naturalist. Years
of living in the wild have left their mark with a worn
countenance, wild hair, or scars. Your clothing is
probably much less refined than the garments worn by city dwellers.

You gain the following benefits:

Skill: You’re trained in all tasks involving climbing,


jumping, running, and swimming.

Skill: You’re trained in all tasks involving training,


riding, or placating natural animals.

Skill: You’re trained in all tasks involving


identifying or using natural plants.

Inability: You have no social graces and prefer


animals to people. The difficulty of any task involving
charm, persuasion, etiquette, or deception is
increased by one step.

Additional Equipment: You begin with a large backpack with several essential
survival tools: 50 feet of plasteel rope,
A spade or shovel, a steel hatchet, a Mess Kit, a box of fifty matches, a Dcell
Flashlight, and 1 extra D-Cell.

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STEALTHY

You’re sneaky, slippery, and fast. These talents help


you hide, move quietly, and pull off tricks that require
sleight of hand. Most likely, you’re wiry and small.
However, you’re not much of a sprinter—you’re
more dexterous than fleet of foot.

You gain the following benefits:

Sneaky: +2 to your Speed Pool.

Skill: You’re trained in all stealthy tasks.

Skill: You’re trained in all interactions involving


lies or trickery.

Skill: You’re trained in all techniques or special


abilities involving illusions or trickery.
Inability: You’re sneaky but not fast. The difficulty
of all movement-related tasks is one step higher for
you.

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STRONG

You’re extremely strong and physically powerful,


and you use these qualities well, whether through
violence or feats of prowess. You likely have a brawny
build and impressive muscles.

You gain the following benefits:

Strong +4 to your Might Pool.

Skill: You’re trained in all actions involving


breaking inanimate objects.

Skill: You’re trained in all jumping actions.

Additional Equipment: You have an extra medium


weapon or heavy weapon.

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STRONG-WILLED

You’re tough-minded, willful, and independent. No


one can talk you into anything or change your mind
when you don’t want it changed. This quality doesn’t
necessarily make you smart, but it does make you a
bastion of willpower and resolve. You likely dress and
act with unique style and flair, not caring what others
think.

You gain the following benefits:

Willpower - +4 to your Intellect Pool.

Skill: You’re trained in resisting mental effects.

Skill: You’re trained in tasks requiring incredible


focus or concentration.

Inability - Willful doesn’t mean brilliant. The


difficulty of any task that involves figuring out
puzzles or problems, memorizing things, or using
lore is increased by one step.

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SWIFT

You move quickly, able to sprint in short bursts and


work with your hands with dexterity. You’re great at
crossing distances quickly but not always smoothly.
You are likely slim and muscular.

You gain the following benefits:

Fast: +4 to your Speed Pool.

Skill: You’re trained in initiative actions (to


determine who goes first in combat).

Skill: You’re trained in running actions.

Inability: You’re fast but not necessarily graceful.


The difficulty of any task involving balance is
increased by one step.

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TOUGH

You’re strong and can take a lot of physical


punishment. You might have a large frame and a
square jaw. Tough characters frequently have visible
scars.

You gain the following benefits:

Resilient: +1 to Armor.

Healthy: Add 1 to the points you regain when


you make a recovery roll.

Skill: You’re trained in Might defense actions.

Additional Equipment:
You have an extra light weapon.
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