Traits:All characters start with six trait points (minus whatever they spent on their race) that they can spend to make modifications to their characters.
Regional Traits:
Please note you may only have one regional trait
New Alexandrian[/b] (1 point): You have lived several years in the City of New Alexandria and have taken advantage of the educational opportunity available.
You gain Literacy (+10%), either WP Pistol or E-rifle or any one melee proficiency and Computer Use (+5%).New Alexandrian Citizen (2 points): As above, but you have completed the requirements for citizenship in New Alexandria years ago, and you also gain two technical skills of choice and either a +2 to ME or MA.
Arzno citizen (1 point): Living around techno wizards for so long has given you insight into their technology. you gain 15 PPE and can operate techno wizard devices regardless of psychic or mystical ability. you gain the Skill Vampire Lore as a secondary skill. and a +2 to strike the undead.
Japanese Tech City (1 point): You start with literacy, computer use and Basic math (+10%) and 50,000 credits in cybernetic implants or your Hand to hand skill is bumped up by one for free. You gain Literacy: Japanese at a +20%.
Russian (1 point): You start with Horseback Riding or Ride: Exotic +10%, Cybernetics: Basic (+10%) and 50,000 credits in cybernetic implants.
Mexican refugee (1 point): You gain +2 PE, the physical labor skill and a +2 to save against mind control and horror factor. You gain the language Spanish (+20%) and literacy Spanish (+20%).
Child of Dweomer (1 point): you gain 15 PPE and Lore: Magic +10%. You gain Dragonese +10% and literacy Dragonese +10%
Psychic Traits:
Minor Psychic (1 point): You are a minor psychic as per the rules for Psychics in the character creation section of RUE.
Major Psychic (2 points): You are a master psychic as per the rules for Psychics in the character creation section of RUE.
Extra ISP (1 point): you have 20 extra ISP.
Specialist Psi Power (1 point for a normal psi power, 3 points for a super psychic power): choose one power, that power performs as if you where 4 levels higher.
Magic Traits:
Ley Touched (2 points): Pick three spells level 1-3, you can cast these spells as if you where a spell caster, your base PPE is your PE+10. Spell strength is 12 or your normal spell strength if you are a spell casting OCC.
Greater Ley touched (4 points): Pick 6 spells level 1-5, you can cast these spells as if you where a spell caster, your PPE is your PE+25. Spell strength is 12 or your normal spell strength if you are a spell casting OCC.
Extra PPE (1 point): you gain +30 PPE.
TW Training (1 point, non psychic, non mage only): You have undergone special training to operate techno wizard devices, you gain +10 PPE. You lose this trait if you ever undergo partial or full cyborg conversion, robots without magical power sources may not take this trait.
Magic Specialist (1 point for a spell 1-8th level, 2 points for a spell 9th-15th level): Pick a spell, you cast this spell as a single action, for half the normal amount of PPE.
Armor Trained: (1 point): you suffer no negative effects for casting spells in artificial armors.
Skill Traits:
Extra Secondary Skill (1 point): Pick any secondary skill and add it to your skill list. You can also use this to make a secondary skill "professional" providing a permanent +10% bonus to that skill.
Extra Skill (2 points, 3 points if the skill is normally not permitted for your RCC/OCC): Pick any skill, you may add this to your OCC related skills or specialize in any OCC related skill. This skill is subject to all OCC skill bonuses.
Stealthy (1 Point): You gain a +5% to Prowl, Camouflage, palming and Concealment.
Silver Tongued (1 point): You gain a +5% to Diplomacy, Performance, Barter and Impersonation.
Robotic Savant (1 point): You gain a +5% to Robot Mechanics, Robot Electronics, Artificial intelligence and Robot Fanatic.
Ranger (1 point): you gain a +5% to Tracking (people), track and Trap Animals, Undercover Ops and Perception.
Cybernetics Savant (1 point): you gain a +5% to Bioware Mechanics, Cybernetic Medicine and Cybernetics: Basic.
Lore Collector (1 point): you gain a +5% to four lore skills of choice.
Communications Specialist (1 point): you gain a +5% to Radio Basic, Electronic Countermeasures, Laser Communications and Cryptography.
Linguist (1 point): you gain a +5% to all Written and Spoken Languages you know.
Expert Medic (1 point): you gain a +5% to First Aid, Paramedic, Medical Doctor and Biology.
Computer Expert (1 point): you gain a +5% to Computer use, Computer repair, Computer Hacking and Computer Programing.
D-Bee Specialist (1 point): you gain a +5% to Xenology, Lore: D-Bee, and you gain the written and spoken languages of one race of D-bee at +5%.
Physical Adept (1 point): you gain a +5% to to Swimming, Climbing, Gymnastics and Acrobatics.
Magical Prodigy (1 point): you gain a +5% to Lore Magic, Lore Demons & Monsters, Lore Fairies and creatures of magic and +1 to save against magic.
Mechanical Prodigy (1 point): you gain a +5% to Mechanical Engineer, Automotive Mechanics, Basic Mechanics and Locksmith.
Combat Engineer (1 point): you gain a +5% to Vehicle Engineer, Weapons Engineer, Military Fortification and Field Armorer and Munitions Expert.
Demolitions Specialist (1 point): you gain a +5% to Demolitions, Demolitions Disposal, Demolitions Disposal and Chemistry.
Gourmet (1 point): you gain a +5% to Cook, Gardening, Preserve Food and Brewing.
Crewman (1 point): you gain a +5% to Sensory Equipment, Weapon Systems, Navigation and Optic Systems
Sniper (1 point): you gain a +5% to Prowl, Optic Systems, Camouflage and +1 to strike with Rifles.
Fighter Ace (1 point): you gain a +5% to Pilot Jet Aircraft, Hover Cycles, Space Fighters and Parachuting.
Geologist (1 point): you gain a +5% to Gemology, Excavation, Archeology and Mining.
Skill Prodigy (1 point): you gain a +5% to three skills of choice. you may take this enhancement multiple times as you wish.
Physical Traits:
Bonus attributes (1 point): you gain three attribute points that you may spend on any attribute, you may use these bonus attributes to purchase exceptionable attributes. You may take this enhancement as many times as you wish.
Ambidextrous (1 point): you gain the paired weapons ability and can use two pistols, one in each hand.
Iron Body (2 points) Because of some Magical quirk you have a mega damage body, add up your SDC and Hit points and convert them to Mega damage, you also have
augmented strength.
Cybered out (1+ points) you have 100,000 credits in additional funds to purchase cybernetics. You may purchase this trait multiple times.
Genetically engineered (1+ points) you start with 1 million credits worth of genetic engineering. You may purchase this trait multiple times.
Social Traits:
Honored (1-3 Points): You have displayed uncommon valor in one of the platinum shield's war fronts and have the
medal to prove it. In situations where it is obvious you are wearing your medal people with a military background tend to be more respectful towards you. For one point this honor is either the Black Skull with one lighting bolt, The undead ward for facing vampires, the silver insect, or the silver Jackal. For two points this is an uncommon valor medal such as the Skull with two bolts, the Globe of daylight talisman, the gold insect or the golden jackal. For three points this is a Spear of Athena, or a star of valor.
Marked (1 point): Because of a colorful past you have permanent markings that command a certain amount of respect with one group. Perhaps you have a facial tattoo that marks you as a deal maker in the black market or a ritual scar that identifies you as a member of a certain magical brotherhood. To those who recognize this mark it commands respect.