Racial Traits

== UNIVERSAL OPTIONS ==
=== AVERAGE ===
There is nothing special or unique about you. At least you generally fit in well.
* Nothing.
* Nothing.
=== PURIST - Not available to cybernetics or anshiri. Not available to secondary cybernetics. ===
You cling a past that was free of cybertech, refusing to defile your body.
* You gain +1 armor add-on slot, +1 tool slot, and +1 Wrist slot.
* Each of your weapons has a bonus weapon attachment slot.
* Items in armor add-on slots, tool slots, wrist slots, and weapon attachment slots gain an extra +1 of any modifier they grant.
* You no longer have or can gain any cybernetic or implant slots. (You still have a profession implant slot but it gains no stats)
* You may not equip any items that require surgery to install.
=== COMPASSIONATE - Not available to Verga’an. ===
You’re a kind-hearted, sympathetic person. The hopeless empath, almost to a fault.
* You gain +1 Bonus healing for every 2 points of MAE and SUR.
* You now can equip SUR Companion, Blue Familiar & White Familiar together.
* All damage from your attacks are halved, rounded down.
* You cannot mortal wound or execute players.
=== HYPERACTIVE ===
You’re vibrant, full of energy, but you’ll crash fast the moment you stop riding that high.
* When you sprint, you move an extra 4 meters or gain +2 AGI until the start of your next turn.
* You suffer -2 MOV or -1 AGI for 1 round if you do not sprint that round.
=== SHAPESHIFTER - Available only to Mutants and Splicers ===
You have many forms you can assume. You may have even forgotten what your true form is.
* You may shapeshift, changing your appearance and/or size class.
* When you are in disguise, enemies suffer -2 PER when trying to detect your disguises. Failing a disguise check no longer reveals your exact identity.
* You cannot equip [Biotech] items.
=== ADAPTABLE ===
You’ve accepted this future, full of splicing and cybertech, and so has your body.
* Implant and cybernetic slots are no longer distinguished - they can be filled with either implant, or cybernetic items
=== BEASTMASTER ===
Animals are your best friends.
* You have an additional ability slot. This can only hold a Familiar/Pet ability.
* You no longer have stat requirements for equipping Familiar/Pet abilities.
* You now can equip BAL/STR/EXD/Red Familiar together.
* You now can equip SUR Companion, Blue Familiar & White Familiar together.
* You may no longer equip a damaging or non-damaging weapon if you have pet abilities equipped.
=== ACTIVE CAMOUFLAGE - Available only to Mutants, Splicers, Hi’Vaa, Anshiri, and Cybernetics ===
Your skin adapts to the environment around you, causing you to blend in.
* You may enter stealth at the end of your turn as a free action if no enemies have line of sight to you.
** This effect has a 3 round cooldown.
* You lose all MOV bonuses while in stealth.
=== JACK OF ALL TRADES ===
You’re capable of trying your hand at anything, but you never really settle down and master anything
* You gain +1 to all modifiers except for MOV and HP.
* All of your modifiers, except for HP, AGI, ACC, and DR, are capped at 4.
=== HARD WORKER ===
Smart or not, strong or not, you put in an exceptional effort at work.
* You gain twice as much money from ATM payments.
* You lose 500 credits to players who knock you out or pickpocket you.
=== WINGED - Available only to Mutants, Splicers, Hi’Vaa, Anshiri, and Cybernetics ===
You have wings and can fly, but it takes a fragile body to float.
* You can [FLY]. You no longer suffer the Vertical Movement penalty while doing so.
* You are immune to falling damage. 
* If you are inflicted with [DAZE] while airborne, you instantly fall to the ground.
* You cannot gain [RESISTANCE] to anything.
=== TELEKINETIC ===
You possess a rare psychic gift, but it has its limitations.
* Your melee range is now 6 meters. You may make melee attacks, grapple, and disarm from this new range.
* Your melee range cannot be extended beyond 9 meters total.
* [DAZE] now also removes your movement actions during its duration.
=== NATURAL WEAPONRY ===
You are capable of dealing significant harm without needing weapons to aid you.
* Your unarmed Attacks gain [DAZE] or [BLEED]. You may choose which proc is active at the start of combat. Once Per Round, you may switch between these procs as a Free Action.
* You may use BAL and STR [Special ammo] to gain procs on your unarmed Attacks.
* You cannot equip any (Permanent) items to your Hand Slots.
=== MULTI-TALENTED ===
* You gain 3 bonus positive trait slots. You don't need to take negatives with these extra positives.
** You must take at least one negative trait regardless of how many positive traits you have.
* Your negative traits have their penalties increased by 1.
* Any negative traits requiring a roll have your roll decreased by 3.
== Anshiri Specific Traits ==
=== PERMANENT ANSHIRI TRAITS ===
** Whenever an [INJECTION] is used on you, roll 1d20. If the roll is a 10 or less, all negative effects of the drug are ignored. 
** If an Anshiri is out of their chassis or not kept wet for more than an hour, they will be mortally wounded.
=== Segmented Chassis ===
You can separate yourself into two pieces.
* You can split yourself into 2 separate units at the start of combat, each unit splits 5 meters of each other. Reforming together takes a full turn. When Recombining, add both the HPs back.
* One unit has your hand slots, which can only equip large weapons or lower. The other has your ability slots, and can ONLY cast Magika and non-Magika abilities.
* Each unit gets its own Action and Movement phase, but free actions apply to only one designated unit
* Each unit has a cap of 3 to all stats, except HP and Mov, and half of your current hp.
* Splitting lowers your size class by 1
=== EXTREMOPHILE ===
Your suit is resistant to extreme conditions. However, the weaknesses your suit has are amplified.
* Your [Resistance] checks now pass on rolls of 10+
* Whenever you are inflicted with a debuff, it lasts an additional round
=== BIOTECH SPECIALIST ===
Your chassis uses advanced biotech. However, non-biotech doesn't integrate as easily into it.
* Any biotech item you equip gives you an additional +3 max HP
* Any other Implant or cybernetic equipped causes -1 max HP
== Cybernetic Specific Traits ==
=== PERMANENT CYBERNETIC TRAITS ===
** You are immune to the effects of organic consumables, buffs, and debuffs.
=== MODULAR CONSTRUCTION ===
You’re built to easily swap out parts. This leads to a lot of parts jarring loose easily.
* Your implant and cybernetic items do not need to be surgically installed. They still take up slots.
* If you are hit by [EMP] you suffer -2 to all modifiers for 1 round.
=== ASSAULT DROID ===
You were designed to get into the thick of it quickly.
* You gain a free sprint every other round, these can't stack.
* You gain bonus damage equal to half you MOV, up to 6.
* You can only sprint from free actions.
* Your MOV is only applied during Sprint
=== BIODROID ===
Your mechanical mind is housed in a biotech organic chassis.
* You are no longer immune to the effects of organic buffs and consumables
* An ability slot of your choice is rendered immune from the effects of [EMP]. Declare this at start of combat.
* You are no longer immune to the effects of organic debuffs
== Drevii Specific Traits ==
=== PERMANENT DREVII TRAITS ===
** The Penalty of being a phage is reduced by 1
** Weather stat debuffs are doubled.
=== VENUSIAN PHAGE ===
You’re a classically trained magika user from the Drevii homeworld.
* You gain 1 extra ability slot.
* You gain 1 Bonus damage for each Magika Ability equipped
* You are immune to your own offensive Magika Ability AoEs.
* Your ability slots can only hold Magika Abilities, and you can only activate Magika Abilities.
* You can only gain MAE as your damage modifier.
* Your base health is now 40 and DR no longer increases your Max HP.
=== ELVEN RANGER ===
You are graceful, lithe, dexterous. You’re too dignified to stumble and fall.
* You no longer have acc penalties when dual wielding ranged weapons.
* You gain [RESISTANCE] to [KNOCKDOWN] & [FORCE].
* You cannot deal damage with melee weapons, STR weapons and items, or unarmed attacks.
* Cannot be larger than medium size class.
=== VENUSIAN DUELIST ===
The arenas of Venus are a close and personal affair.
* You gain +2 bonus damage for every enemy within 5m of yourself.
* You gain +2 bonus healing for every ally within 5m of yourself.
* Your range for gaining bonus damage and bonus healing is increased per point of MAE you have. (Up to 11m)
* Your base cast range for Magika abilities is 5m
== Hi'Vaa Specific Traits ==
=== PERMANENT HI’VAA TRAITS ===
** No Vertical Movement Penalty
=== HIVE BODY ===
Your body is host to a colony of warrior insectoids.
* At the start of each of your turns, you passively summon an allied pet within 5 meters of you.
* Your pets can [Fly], have the Hi'vaa permanent traits, have 20 hp, and attacks every round for 3 internal damage at a 6m range.
* Your pets can attack and move on the turn they are summoned
* You must be at least a medium size class character.
* You cannot equip any Familiar or Pet abilities.
* You cannot enter stealth.
=== GUARDIAN PLATING ===
You have thick plates that can protect yourself and others.
* You gain DR_Bulwark_(Ability) in an additional ability slot. You do not need DR to have this ability. 
* While in a stance you grant allies within 5m of you an additional 2 DA.
* You cannot be a [Phage].
=== SORCERER ===
Your kind have evolved and adapted to the presence of dark magika.
* You gain an extra ability slot. You may only place dark magika abilities in this slot.
* Dark Magika abilities you have equipped that cause a non-damaging debuff further add 1 to the effect of that debuff, and all dark magika AoE's gain an additional 5m diameter. 
* You may gain no benefits from all white magika abilities, including those your allies cast on you. Non-aura White Magika causes 1 stack of [DECAY] if you are hit.
== Human Specific Traits ==
=== PERMANENT HUMAN TRAITS ===
** You have two Implant Slots, two Cybernetic slots, and two Universal slots that can hold either Implants or Cybernetics.
=== VIOLENT UPBRINGING ===
You never did have it easy, but you’re determined to survive. You fought hard for your right to live.
* You gain DR_Determination_(Ability) in an additional ability slot. You do not need DR to have this ability.
* You can only use buffs and [Injection] items with the [Addictive] or [Alcohol] tag.
* Your addiction negatives are doubled
=== CON ARTIST ===
You're excellent at conning someone out of their credits, but you aren't so good at honest work.
* You have one extra Ability slot. Only an SC ability may be placed in this slot.
* Your chance of successfully crafting items is reduced by 10%.
=== PROFESSIONAL ===
* You gain an extra Profession Implant slot.
* You gain an extra tool slot.
* STR, MAE, BAL, and EXD are capped at 4.
== Mutant Specific Traits ==
=== PERMANENT MUTANT TRAITS ===
** You are immune to all weather stat debuffs and no longer slip in rain.
=== BIG BRUTE ===
You are Quite stronger than the average Joe.
* You are immune to the [Daze] condition.
* Any time you deal melee damage, you deal 2 bonus damage.
* You may only deal melee damage or internal damage.
* You may only be healed by another player and their pets
* You gain [Weakness] to AoE (Area of Effect) Effects
* You must be Large size or larger to take this racial.
=== MAGIKA MUTANT ===
A strange mutation has caused your body to accept a magika stone as an internal organ.
* You have one extra ability slot. You may only put a magika ability in that slot.
* This ability is considered [Phage], if you have at least 3 magika stones equipped (This stone does not impact phaging requirements).
* This extra Ability slot must be installed.
* You are always considered to have [PHAGE] penalties.
* When you suffer [SILENCE], you suffer -2 to all stats for 1 round.
=== LONE WOLF ===
You’ve taken the lonely road. Through strength and perseverance, you succeed on your own.
* Your ability cooldowns are reduced by 1 round, to a minimum of 1. Abilities without a cooldown have their damage and debuff penalties increased by 1; Circular AoEs have their diameter increased by 5.
* When all of your abilities with a cooldown are on cooldown, you may sprint as a free action once per round. You must have at least one ability with a cooldown to gain this Benefit.
* You may not have a pet.
* When you have allies on your side of a fight, your stats are capped at 4 and you lose your positive bonuses.
== Mytharii Specific Traits ==
=== PERMANENT MYTHARII TRAITS ===
** Vertical Movement penalty removed when climbing walls.
=== TRIBAL MENTALITY ===
The presence of your kindred sparks your inner warrior and emboldens you.
* You gain +2 Bonus Damage with Weapon Attacks per allied Unit in combat with you. This effect stacks up to 3 times. Allies who have been knocked out stop granting this bonus.
* When not with an ally, your Weapon Attacks suffer [IMPROVISED].
=== CREATIVE ENGINEER ===
Your kind invented magitek, and you were trained in the art of using repurposed weapons.
* Magitek handle, Primitive Construct, Custom Caliber, and Energy trembler no longer take an attachment slot.
* Your [IMPROVISED] weapons no longer suffer a half damage penalty
* When you deal damage that is not [IMPROVISED], your damage modifiers and bonus damage is capped at 3.
=== HUNTER ===
The Mytharii make great hunters, arguably exceeding the hunting prowess of the Verga’an.
* When performing a sneak attack, you gain +2 SNK and deal 2 Bonus Damage.
* You may move an extra 3 meters before needing to reroll your SNK checks.
* Attacks that are not sneak attacks deal 2 less damage.
== Shivan Specific Traits ==
=== PERMANENT SHIVAN TRAITS ===
** All [BIOTECH] installs can be placed into either implant or cybernetic slot.
=== TOTALLY NOT A ZOMBIE ===
Your human friends are quite convinced you are a zombie.
* You are immune to Internal Damage from Conditions.
* You cannot benefit from drug buffs or [INJECTION] items.
* Your HP cannot be restored.
=== BIOTECH AMALGAMATION ===
Your fascination with biotech has led you down the path to becoming a patchwork of a person.
* Items marked [BIOTECH] give an additional +1 to each modifier they grant.
* Implant and cybernetic items that are not marked [BIOTECH] suffer -1 to each modifier they grant.
=== OLD ONE ===
Your knowledge of past events is spotty, but you’re among the oldest of surviving Shivan.
* You gain an additional ability slot. This slot can only hold SUR abilities.
* +10% increased lock-picking/hacking node success chance.
* At the beginning of combat, roll a 1d10. If the result is a 1, each other player rolls a d20. The player with the lowest roll is the only player you can target for as long as they are in combat.
== Splicer Specific Traits ==
=== PERMANENT SPLICER TRAITS ===
** The ACC penalty from weapons and Dual Wielding is reduced by 1. This bonus cannot stack if Dual Wielding Large weapons. 
=== REGENERATOR ===
Your body was unnaturally designed for rapid regeneration.
* Your wound stat penalties are cut in half, rounded down.
* You gain +1 RGN for every 10 bonus max HP above base.
* You are only healed for the base amount of items and abilities.
=== BERSERKER ===
You were made for combat. It’s hard not to snap back to visions of war.
* You gain an additional ability slot. This slot can only hold a damaging non-magika ability.
* 
Every point of AGI grants you 3 Max HP, up to 18 max HP
* You no longer suffer from Innate weapon ACC penalties. This does not apply to dual wielding
* Once reaching 50% max health; once per turn, roll a 1d10 every time you take damage. If you roll a 1, for the rest of the combat, you can only use weapon attacks or abilities, and must attack the player nearest to you, friend or foe until they are downed or have fled. 
* You cannot gain DR
* You can only equip STR, BAL, and EXD abilities.
=== BIOWEAPON ===
Your conception was a war crime. You were meant to cause suffering and death.
* You are immune to being disarmed.
* Your weapon attacks always have a [Burning] proc.
* All negative conditions (debuffs) applied against you last one extra round. This does not apply to [HARD] debuffs.
== Verga'an Specific Traits ==
=== PERMANENT VERGAAN TRAITS ===
** Cannot use Magika Abilities & Magika_Class Weapons.
** All Magika Effects, including Allies', must roll against your dodge to affect you.
** Gain [RESISTANCE] to all Magika Effects & Damage, including Allies'.
=== ARTISAN CASTE ===
Your caste of society was designated for building, tinkering, and inventing.
* Profession implants do not take up equipment slots when installed.
* When you first join a fight, roll a 1d2. If you roll a 1, you lose all actions for your first full round of combat.
=== WARRIOR CASTE ===
Your caste of society was designated for combat. You’ve been training for it since you were a child.
* You may hold any size weapon in one hand, regardless of your size class.
* For each hit made against a target, you gain +1 ACC and +1 bonus damage against that target, up to +6.
* You cannot install a crafting implant, medical implant, mining implant, or a hacking implant.
* You cannot flee from combat.
=== ROYAL CASTE ===
Your caste of society is a long running bloodline with ties to rulership.
* Your SC abilities no longer require having stats in SC to obtain.
* You have -2 PER against Sneak Attacks and Checking your surroundings.
Category:RPG