Traits

Traits are broken down into four categories. Combat traits focus on martial and physical aspects of your  background.  Magic traits focus on any magical  events or training you have had. Social traits focus on  your social class or upbringing.   Skill traits focus on your skills and similar abilities.
 
Combat Traits
These traits are associated with combat, battle, and physical  prowess. They give minor bonuses in battle and represent conflicts and physical struggles in your backstory.
Anatomist: You have studied the workings of anatomy,  either as a student at university or as an apprentice  mortician. You know where to aim your  blows to strike vital organs. You gain a +1 trait bonus on  all rolls made to confirm critical hits.
Armor Expert: You have worn armor as long as you can remember, either as part of your training or perhaps simply because you were seeking to  emulate the stories of knights in shining armor. Your childhood armor wasn’t the real  thing as far as protection, but it did encumber you as  much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Axe to Grind: There is a fire in your heart that can’t be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you (i.e. no other ally is within point-blank range of them).
Back for More: Anytime an opponent confirms a critical hit against you, you gain a +2 morale bonus on attack and damage rolls against that foe until the end of your next turn.
Battlefield Assistant: You are skilled at supporting your allies in the heat of battle. You gain a +2 trait bonus on Treat Injury checks made to perform First Aid on a dying creature or to use Revivify. In addition, when you successfully use the aid another action in combat to grant an ally a bonus on her next attack roll, the bonus you grant increases by 1.
Bloodthirsty: You have a vicious streak, and nothing satisfies you more than warm blood on your hands and blade. Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 2 additional points of damage.
Broken, Not Beaten: You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and are only able to take a single move or standard action.
Bodyguard: You’ve made a living protecting others, learning to spot danger quickly and respond quickly and decisively. You gain a +1 trait bonus to Initiative, and a +2 trait bonus to Perception checks to notice ambushes, traps, and similar dangers. Once per game session you can spend a hero point to interpose yourself, as an immediate action, between an attack and anyone else in an adjacent square. The attack is made against your AC, and you suffer any damage or effects if it hits.
Bullied: You were bullied often as a child, and you are  now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you must have the Martial Arts I feat, or some other similar power to gain the use of this character trait. However, that doesn’t prevent you from selecting this trait. You simply cannot make use of it until a later point if you do.
Catch Off Guard: You are skilled at making the most of catching your targets off guard due to your use of unexpected attacks and unexpected weapons. Against foes denied their Dexterity bonus to Reflex defense, you gain a +1 trait bonus on damage rolls with exotic weapons, improvised weapons, and thrown weapons (including grenades).
Courageous: Your childhood was brutal, but you  persevered through force of will and faith. No matter how hard things got, you knew you’d make it through as long as you kept a level head. You gain a +2 trait bonus to your Will defense against fear effects.
Crowd Dodger: You spent much of your youth on crowded streets, dodging quickly around and under others. You gain a +2 trait bonus on Acrobatics checks to move through another creature’s space and to avoid attacks of opportunity for leaving a threatened square.
Dedicated Defender: When a companion is down, you fight harder. You gain a +1 trait bonus on attack rolls while you are adjacent to a dying or disabled ally.
Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex defense.
Dirty Fighter: You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on  a critical hit). This additional damage is a trait bonus.
Disillusioned: Your childhood was ended by a great disaster or atrocity that you witnessed. To cope with the horror, you have learned to reflexively suppress all emotion. You gain a +2 trait bonus on Will defense against fear effects.
Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents. You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.
Fugitive: You crossed the law (or those in charge thought you did), and you are now a wanted criminal. As such, you have grown used to looking over your shoulder wherever you go. While in settlements, you gain a +3 trait bonus on Perception checks to determine awareness for the purpose of a surprise round.
Greater Purpose: You are convinced you’re alive to achieve a great purpose. You gain a +2 trait bonus on Constitution checks made to stabilize while dying.
Hidden Hand: Your concealed weapons strike fast and true. You gain a +1 trait bonus on Stealth checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round.
Increased Caution: You have learned additional defensive moves from your trainers. You gain an additional +1 dodge bonus to Reflex defense while you fight defensively.
Indelible Ire: When you are gravely wounded, you’re stirred to greater combat focus. Each time a critical hit is confirmed against you, you gain a +1 trait bonus on attack rolls for 1 round.
Inspiring: As a child, you learned the power of a simple expression of faith in another when you gave someone the inspiration to fight on in the face of terrible odds and save you from danger. As a standard action, you can speak words of encouragement to grant a +1 morale bonus to an ally within 6 squares who can see and hear you. The ally can use this bonus on any d20 roll of her choice before the start of your next turn. You cannot use this trait to grant a bonus to yourself or to an ally who has already benefited from this trait within the last 24 hours
Kin Guardian: You are dedicated to defending members of your family. When you use the aid another action to give a member of your family a bonus to Reflex defense, increase the bonus by 2. This increase is a trait bonus (and therefore doesn’t stack with increases granted by other family members using this trait). This trait has no effect when using the aid another action to increase a family member’s next attack roll.
Larger Than Life: You wield firearms with truly terrifying menace. When you use the Persuasion skill to Indimidate a creature while wielding a firearm, you gain a +2 bonus on the check.
Lucky: You have moments when it seems that you have a proverbial guardian angel watching out for you. Once per day as a swift action, you gain a +1 trait bonus on all defenses for 1 round.
Never Stop Shooting: Even when the chips are down, you keep on shooting. If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying.  However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude defense.
Startling Report: Through either perfect timing or the determination of your action, the sound of your firearm going off sets your enemies on edge. When you shoot a  firearm, you gain a +2 trait bonus on Intimidate checks for 1 round against those who heard the shot.
Surprise Weapon: You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons.
Tactician: You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on Initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Vengeful: During your childhood, you suffered occasional or frequent abuse from those too powerful for you to resist. Now you thrill at the chance to get back at those who wronged you. Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.
Vigilant Battler: You are hard to fool and harder to trick with a feint. You gain a +1 trait bonus on all Perception checks. This trait bonus increases to +2 when used to counter a feint in combat.
 
Magic Traits
These traits are associated with magic and focus on spellcasting and manipulating magic. You have to be a spellcaster to take a magic trait, with the exception of traits indicated with an asterisk (*), which are open to all characters (unless otherwise noted).  Magic traits can represent a character’s early exposure to magical effects or childhood studies of magic.
Arcane Revitalization: Your martial prowess can feed your arcane power. Once per day, when you confirm a critical hit with a weapon attack, you regain 1 spell of your choice.
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on Magery and Initiative checks.
Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, you gain a +5 bonus to the Magery check made to cast the spell.
*Magical Talent: Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a minor spell. Choose an aspect of the Minor Spell function of the Magery skill.  If you have no magical ability beyond this talent, you may make an untrained Magery check to cast that minor spell once per day.  If you have magical talent beyond this trait, you may automatically cast that minor spell as a swift action without rolling a Magery check.  Humans with psionic talent and Teuthidoids cannot take this trait.
*Possessed: You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.
*Reincarnated: You lived a previous life as someone—or something—else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on your Will defense against fear effects.
Reluctant Apprentice: Your early training grants you knowledge of the arcane. You gain a +1 trait bonus on Knowledge (arcana) checks, and are considered trained in that skill for the purposes of making checks against DCs above 10.
Spirit Sense: You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
Volatile Conduit: You discovered a secret that enhances the energy of some spells. Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.
 
Skill Traits
Skill traits reflect your skills and capabilities that you have trained in for years.
Acrobat: Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.
Beast Bond: You share a close bond with animals. You gain a +2 bonus on Ride checks, and Ride is always a class skill for you.
Civilized: You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (Bureaucracy) checks and Knowledge (Galactic Lore) checks. Knowledge (Galactic Lore) is always a class skill for you.
Cunning Liar: You were forced into hiding or willingly went on the run at a young age, and learned to read others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Deception checks.
Diligence: You grew up helping with a family business or were mentored by an expert in your profession, who taught you diligence. Select one specific Profession skill. You can take 20 with that skill in half the amout of time normally required to take 20.
Focused Training: Your academic training influenced your selection of a career.  Choose two skills that are class skills, you gain a +1 trait bonus to each of these skills.
Hacker: You’re the ghost in the machine (even if you are a pathetic creature of meat and bone), cracking into the toughest systems and mining data. You have dealt with the harshest elements of the net, panted and sweat as you ran through the corridors, and have been toughened by the experience (and possibly challenged a few perfect immortal machines). Add +1 to your Surface Defense and your Core Defense (if you have one). Whenever you successfully hack into a Corporate, Government, or Military network, you automatically download 1d6x1000 credits worth of information you can sell on the black market.
Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical. You gain a +2 bonus on Knowledge (physical sciences) checks, and it is always a class skill for you.
Precise Treatment: You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Treat Injury checks, and you may use your Intelligence modifier when making Treat Injury checks instead of your Wisdom modifier.
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks.  This trait bonus increases to +2 when using the Search and Notice Targets functions of the Perception skill.
Soaring Sprinter: As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower. You gain a +2 trait bonus on Acrobatics checks to keep your balance, a +2 on Jump checks, and Acrobatics and Jump becomes class skills for you.
Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.
Worldly Knowledge: You have an unquenchable thirst for knowledge about the world and desire to obtain it firsthand. You gain a +1 trait bonus on all Knowledge (Physical Sciences) and Knowledge (Galactic Lore) checks, and you gain a +5 bonus to Magery checks made to cast the Teleport incantation.
 
Social Traits
Social traits reflect your upbringing; your background in high society or lack thereof; and your history with respect to your parents, siblings, friends, competitors, and enemies.
Ambitious: You exude confidence in the presence of those more powerful than you—sometimes unreasonably so. You gain a +4 trait bonus on Persuasion checks made to influence creatures with at least 5 levels more than you possess.
Amiable Briber: Your attempts to bribe others usually come off as playful or as a gag. The frst time someone refuses a bribe you offer, that person’s attitude toward you doesn’t worsen, even if the offer would normally offend the person.
Avid Reader: As a youth, you voraciously consumed books and sources of text and literary knowledge. Choose one Knowledge skill. You can always  choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened.
Blue-Collar Background: Your parents were blue-collar workers, and did their best to make sure you developed a good work ethic.  Whether or not they succeeded is up to you, but their efforts were not in vain.  You gain a +1 trait bonus to Mechanics checks, and Mechanics is always a class skill for you.
Bruising Intellect: Your sharp intellect and rapier-like wit let you make friends and bruise egos. Persuasion is always a class skill for you, and you may use your Intelligence modifier when making Persuasion checks instead of your Charisma modifier.
Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Callous: You have endured many hardships throughout your life, and this has hardened you to the suffering of others to the point that you are not easily swayed by a sad story. You gain a +4 trait bonus on Perception checks that oppose the Deception checks of creatures that attempt to deceive you by winning your sympathy.
Canter: You grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don’t faze you in the slightest. Anyone who attempts to use Deception to deliver a secret message to you gains a +5 bonus on her Deception check. When you attempt to intercept a secret message using Perception, you gain a +5 trait bonus on the attempt.
Carnal Attraction: You know how to ask the wrong questions the right way, granting you a +2 trait bonus on Gather Information and Knowledge [Culture] checks regarding whichever vice fascinates you: drugs, forbidden lore, gambling, illegal fighting, or a similar debauchery or indecency.
Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Deception or Persuasion on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the psionics check of any psionic power with the mind-affecting descriptor.  If you have a drawback (allowing you to break the 1 trait/type rule), you cannot have both this and Ordinary.
Child of the Streets: You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Competitive: You grew up and were raised around fabulous sporting events, and your youth was consumed with a driving need to be better than everyone else. Any hint of a contest spurs you to your greatest heights of potential. Whenever another creature within 6 squares attempts a skill check and you attempt a check with the same skill before the start of that creature’s next turn, you gain a +1 trait bonus on your check (this includes attempting an opposed skill check against the creature).
Criminal: You spent your early life robbing and stealing to get by, or spent enough time around those who did that you picked up the skills that they did. Select one of the following skills: Mechanics, Persuasion, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Criminal Roots: Your family has long operated outside the law. You gain a +2 trait bonus on Persuasion checks to influence criminals and on Persuasion checks to intimidate law-abiding citizens, but take a –2 penalty on Persuasion checks to influence law-abiding citizens. Persuasion is a class skill for you.
Cultivated: You grew up speaking multiple languages. You learn one additional language. Additionally, when attempting a Gather Information check to learn news and rumors using this language, you can do so in 1d6 x 10 minutes, rather than the normal 1d6 hours.
Cynical: You have seen many heroes in your time, but you see only their capacity for failure and the ways they fall short of being truly good. This practice in looking past facades has proven a useful skill. You gain a +1 trait bonus on your Will defense against mind-affecting effects and any kind of illusion.
Deep Cover: You have lived a double life since your youth, perhaps to avoid persecution for your true identity or in service to an enemy of the people or group associated with your cover identity. You can always take 10 on Deception checks to assume and maintain your cover identity. Deception is a class skill for you.
Fast Talker: You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Deception checks, and Deception is always a class skill for you.
Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (Galactic Lore) checks and Persuasion checks. One of these skills (your choice) is always a class skill for you.
Friends in High Places: You have often seen lawbreakers go free when they demonstrate they have friends in high places, and so you put special effort into befriending powerful people yourself. Whenever you are in an area in which you have used the Gather Information skill, you gain a +1 trait bonus on Persuasion checks. This bonus increases to +2 when dealing with government officials.
For the Money: You gain a +2 trait bonus on skill checks to haggle prices or negotiate payment; this bonus increases to +4 if you are in a position of military or economic power over your target. You also gain a +1 trait bonus on any Knowledge check made to appraise something’s value.
Gifted Smuggler: You have a knack for hiding goods on your person. Any object at least one size smaller than you is treated as an additional size smaller for the purposes of concealing the item on yourself via a Stealth check.
Good Folk: People’s faith in you tends to run deeper than their trust of others. You gain a +2 bonus on Charisma checks and Charimsa-based skill checks with creatures that have a friendly or better attitude towards you.
Gregarious: At least once in your childhood, your family moved for a reason you didn’t understand and you were forced to leave behind your old friends and make new ones. Ever since, you have always been the first to meet strangers, make new friends, and welcome travelers. You learned that first impressions are the most important, and have a knack for making a good one. Once per day, when you attempt a Persuasion check to improve a creature’s attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.
Influence: Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: Deception, Persuasion, or Perception. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Life of Toil: You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude defense.
Linguist: Your begin play knowing one additional language.
Mentored: A tutor or private instructor guided you in learning your art, profession, or trade, and through your education, you became capable of teaching and guiding others. Choose a single Knowledge skill, or one of Mechanics, Pilot, Treat Injury, or Use Computer.  If you are magically or psionically talented, you can also choose the Magery or Psionics skill. You gain a +1 trait bonus on checks with that skill, and that skill is added to your class skill list. You also gain a +1 trait bonus to a skill check made to aid another’s skill check with any skill.
Mercenary: For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Persuasion and Perception checks made while negotiating payment for a quest or a service that you provide.
Merchant: Your parents were merchants, and ran some sort of business. You gain a +1 trait bonus on any Perception and Persuasion checks you attempt while bargaining for the price of goods. Persuasion is always a class skill for you.
Natural-Born Leader: You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not.  All intelligent creatures under your command gain a +1 morale bonus on Will defense to avoid mind-affecting effects. If you are possess military rank, you gain a permanent +1 to all promotion checks.
Nature-Watcher: Your love of the natural world has taught you many things. You gain a +1 trait bonus on Knowledge (Life Sciences) and Knowledge (Galactic Lore) checks, and one of these skills (your choice) is always a class skill for you.
Ordinary: The only thing extraordinary about your appearance is its ordinariness. You carry yourself in an understated way, and many people who see your face soon forget it. You gain a +4 trait bonus on Stealth checks whenever you attempt to hide in a crowd.  If you have a drawback (allowing you to break the 1 trait/type rule), you cannot have both this and Charming.
Orphaned:  You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Principled: You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a –2 penalty on Deception checks and gain a +2 trait bonus to Will defense against mind-affecting effects.
Rich Parents: You were born into a rich family, perhaps even a noble family of one of the few remaining monarchies on Earth, and even though you turned chose to not continue with the family business (or remain idle), you enjoy a one-time benefit to your initial finances—your starting wealth increases by 6000 credits.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You are able to sense the motives of others. You gain a +1 trait bonus on Perception checks.  This trait bonus increases to +2 when using Perception to Sense Deception.
Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Deception checks made to fool someone. You also gain a +1 trait bonus on Persuasion checks, and Persuasion is always a class skill for you.
Truth’s Agent: You are skilled at weeding out information. You gain a +1 trait bonus on all Gather Information checks and all Knowledge (Galactic Lore) checks. Knowledge (Galactic Lore) is always a class skill for you.
Unpredictable: Your actions often seem random and chaotic to others, but there is a method to your madness. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Vagabond Child (Rural): You grew up in a rural area, and spent much of your time exploring the untamed wilderness.  Select one of the following skills: Climb, Jump, Survival, or Swim.  You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Vagabond Child (Urban): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Acrobatics, Mechanics, or Stealth. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Veiled Disciple: Trained in espionage, you’re skilled at passing messages and staying on task. You gain a +1 trait bonus on Deception checks made to pass secret messages and a +1 trait bonus on Will defense against mind-affecting effects.
Vigilant Spycatcher: Paranoid parents or a military trainer taught you to keep vigilant for spies. If you roll less than 10 on a Perception check to see through a disguise, determine your result as if you had rolled a 10.
White-Collar Background: Your parents were white-collar workers, and they got you the best education they could afford.  You also picked up bits and pieces of their knowledge as well.  Choose two Knowledge skills, you gain a +1 trait bonus to each, and may succeed on DC 15 Knowledge checks with those skills without being trained in them.
Worldly: You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.