Traits (Apocalypse)

## Strength Traits

* **Artisans Touch-** Spend a point of Vigor to shape or bend a piece of metal with your bare hands. Stronger metals or more complex actions may require several points of Vigor
* **Might of Heroes-** Spend a point of Vigor to lift an object of up to a ton. Lifting heavier objects may require several points of Vigor.
* **Mutilating Grasp-** Spend a point of Vigor to tear off limbs with your bare hands. In combat this requires a successful grapple attack
* **Grasp of Holding-** Spend a point of Vigor to hold on to something or someone, making it impossible to loose your grasp
* **Brutal Charge-** Spend a point of Vigor while charging into someone. You (gain an additional attack die?) and will push you target to the ground when causing a wound
* **Far Leap-** Spend a point of Vigor to jump up to 5 meters vertically and 3 meters horizontally
* **Terrifying Physique-** Spend a point of Vigor to (gain a bonus die on?) intimidation when physically close to someone
* **Mighty Shot-** Spend a point of Vigor to fire a throwing weapon or arrow with the **Armor Penetration** special rule
* **Berserkers Rage-** When enraged you may spend a point of Vigor to enter Berserkers Rage. As long as its active gain +5 Initiative. In this state you may attack or accidentally harm allies or bystanders.

* **Strength from Wrath-** Regain a point of Vigor whenever you are enraged
* **Power from Pain-** Gain Vigor instead of loosing it when suffering pain
* **Death Throes-** When suffering a Lethal Wound, make a melee attack against anyone in range while supersedeing the initiative order

## Endurance Traits

* **Impenetrable Flesh-** Spend a point of Vigor to shatter a melee weapon after causing damage to you. Against stronger weapons this may require several points of Vigor.
* **Alabastard-** Spend a point of Vigor to be immovable from your current spot. Against greater forces this may require several points of Vigor.
* **Living Shield-** Spend a point of Vigor to use your bare hands for a blocking action.
* **Fast Regeneration-** Remove a single previous wound at the start of the game. Flesh Wounds require one point of Vigor, Bone Wounds two point of Vigor and Lethal Wounds three.
* **Rush of Battle-** Spend a point of Vigor to raise your **Current Constitution** to your **Total** for a Full Combat Encounter

* **Frost Resistance-** Spend a point off Vigor to resist a Cold Weather Effect. Against stronger Effects this may require several points of Vigor.
* **Heat Resistance-** Spend a point off Vigor to resist a Heat Weather Effect. Against stronger Effects this may require several points of Vigor.
* **Desert Resistance-** Spend a point off Vigor to resist a Desert Enviromental Effect. Against stronger Effects this may require several points of Vigor.
* **Swamp Resistance-** Spend a point off Vigor to resist a Swamp Enviromental Effect. Against stronger Effects this may require several points of Vigor.
* **Radiation Resistance-** Spend a point of Vigor to resist a Radiation Effect. Against stronger Effects this may require several points of Vigor.

* **Feel No Pain-** Gain immunity against any form of pain
* **Everwaking-** You can not loose Vigor due to lack of sleep
* **Quick Rest-** Double the amount of Vigor you gain from resting
* **Resistant Stomach-** Do not loose Constitution due to low quality or rotten food/water and gain immunity to food poisoning

## Agility Traits

* **Perfect Balance-** Spend a point of Vigor to perfectly retain you balance no matter where you walk on or at what speed
* **Lighting Strike-** Spend three points of Vigor to attack a target at increadibly speed, making them unable to defend themselves
* **Quick Dodge-** Spend a point Vigor to make a defensive actions free of Initiative
* **Bullet Time-** Spend a point of Vigor to dodge a ranged attack even without cover
* **Inhuman Reflexes-** Spend a point of Vigor to react to something that would normally be impossible. Against quicker/harder to spot effects this may require several points of Vigor.
* **Supreme Speed-** Spend a point of Vigor to supersede the current Initative Order for your next action.
* **Grace-** Spend a point of Vigor to ignore fall damage or negative implications of your own body weight like moving over something that could not support the weight of a human. For greater falls or effects this might require several points of Vigor
* **Flexible Form-** Spend a point of Vigor to move through cracks, shafts or other openings that would normally be too tight (within reason)
* **Nimble Footwork-** Spend a point of Vigor to move complelty silent across an area or building

* **Fast Metabolism-** Double the amount of Vigor you gain from eating
* **Multitasking-** Gain the ability to do any amount of tasks at the same time within physical and mental limitations. This has no direct combat implications
* **Uneering Mobility-** Ignore any penalities to movement and flexability from active wounds
* **Contortion-** Twist, bend and contort your body to inhuman extends without harming yourself

## Wits Traits

* **Premonition-** Spend a point of Vigor to more or less accuratly predict a few seconds of the imminent future
* **Improvise Communication-** Spend a point of Vigor to successfully communicate with someone that speaks a different language
* **Discerning Insight-** Spend a point of Vigor to find out someones current emotions and motives. Against certain targets this might require several points of Vigor
* **An Ear for Liars-** Spend a point of Vigor to find out if someone is lying to you or trying to manipulate you. Against skilled liars this might require several points of Vigor.
* **Eidetic Memory-** Spend a point of Vigor to remember any information you where exposed to before with perfect accuracy
* **Magnetism-** Spend a point of Vigor to force anyones eyes and attention on you, which will only last for a few seconds
* **Voice Imitation-** Spend a point of Vigor to perfectly copy anothers voice
* **Split Tongue-** Spend a point of Vigor to say two different things simultaneously, either of which can only be heared by selective targets

* **Aura of Majesty-** Spend a point of Vigor to inspire a sense of royalty and leadership
* **Aura of Dread-** Spend a point of Vigor to inspire a sense of fear and nervousness
* **Aura of Ruth-** Spend a point of Vigor to inspire a sense of pity and harmlessness
* **Aura of Allure-** Spend a point of Vigor to inspire a sense of perfection and beauty

## Animus Traits

* **Feral Weapons-** Spend a point of Vigor to extend claws, fangs or anything similar. For the rest of the combat encounter the damage of unarmed attacks is increased by 5.
* **Night Vision-** Spend a point of Vigor to perfectly see no matter the amount of light present. Bright lights might be blinding or painful in this state
* **Track Scent-** Spend a point of Vigor to catch and track a specific smell. This might require several points of Vigor when tracking for prolongued time.
* **Inhuman Instinct-** Spend a point of Vigor to gain an animalistic insight into a situation or your enviroment
* **Climbing Crawl-** Spend a point of Vigor to quickly scale a wall, even when it its completly smooth. For greater heights this might require several points of Vigor
* **Venom Glands-** Spend a point of Vigor to produce a few drops of debilitating venom. To produce more or different types of venom more Vigor might be required
* **Counterfeit Call-** Spend a point of Vigor to perfectly copy a chosen sound
* **Shapeshift-** Spend two points of Vigor to take the shape of an animal whose aspects you embody
* **Monstrous Form-** Spend three points of Vigor to assume a form that is an amalgamation of man and beast. In this form you add (X) on any physical roll but can not use weapons or armor
* **Animal Passification-** Spend a point of Vigor to passify an animal whose aspects you embody or make it flee

* **Wild Tongue-** Gain the ability to speak with animals whose aspects you embody
* **Gills and Webbings-** Gain the ability to breathe underwater and swim much faster
* **Regrow Limbs-** Gain the ability to slowly regrow lost limbs and bodyparts
* **Beast Hide**- Gain a natural Resistance against a type of damage

* **Custom**- Gain a custom animal characteristic at the Storytellers discretion

## Sorcerous Traits

* **Sorcerous Incantation-** Gain access to a Cantrip. This Trait may be gained several times

* **Fire Elemental-** Gain immunity against fire
* **Storm Elemental-** Gain immunity against electricity
* **Frost Elemental-** Gain immunity against cold
* **Death Elemental-** Gain immunity against radiation