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Traits

Unless otherwise noted, listed traits are ego traits.

Positive Traits

Positive traits provide bonuses to the character in certain situations.

Adaptability

Cost: 10 (Level 1) or 20 (Level 2) CP

Resleeving is a breeze for this character. They adjust to new morphs much more quickly than most other people. Apply a +10 modifier per level for Integration Tests and Alienation Tests.

AGI Affinity

Cost: 5 CP

The character has spent a significant amount of time around AGIs, to the point where socializing with an AGI is far easier. The character gains a +10 modifier on Social Skill Tests against AGIs as well as characters with the Real World Naiveté trait.

AGI Socialization

Cost: 10 CP

Only AGI characters may take this trait and only during character generation. The character is more adept at interpreting social cues than the average infolife. The character gains a +10 bonus on all Kinesics Tests made against transhumans. This bonus does not apply to other AGIs, uplifts, aliens, or exsurgents.

Alien Biochemistry

It is an impressive feat that creatures that evolved on separate worlds with different biochemistries are now being transformed into pods by transhuman geneticists. In fact, the biochemistries of these creatures are far less understood than that of transhumans. What this means is that drugs, chemicals, bioware augmentations, and cybernetic implants may have unpredictable effects on the pod. Drug treatments beneficial to transhumans may not function at all, for example, while something that transhumans regularly eat or handle may in fact be toxic to the pod and trigger an anaphylactic response. The gamemaster decides when this factor will play a role, based on the pod biochemistry’s similarity to that of transhumans and numerous other factors. Certain augmentations may simply not be available, having not yet been invented for the alien physiology in question.

While efforts have been made to provide these pods with their equivalent of basic biomods, the full protections offered by those enhancements may simply not be available. This means that the pod may or may not be vulnerable to such things as disease, aging, lack of sleep, long-term exposure to microgravity, shock from injuries, allergies, or other biological problems that transhumanity has attempted to eradicate. Likewise, the pod might not be able to heal quickly or regenerate limbs. It is also possible that the pod may be burdened with unusual biological problems inherent to its species, such as bizarre gastrointestinal issues, hacking up hairballs, respiratory distress, or an alien version of leukemia. Gamemasters are encouraged to be inventive.

Morphs with alien biochemistry count as exotic and inflict –30 modifiers to Alienation and Integrity Tests. This trait is only available to pods created from alien life.

Allies

Cost: 30 CP

The character is part of or has a relationship with some influential group that they can occasionally call on for support. For example, this could be their old gatecrashing crew, former research lab co-workers, a criminal cartel they are part of, or an elite social clique. The gamemaster and player should work out what the character’s relationship is with this group, and why the character can call on them for aid. Gamemaster’s should take care that these allies are not abused, such as calling on them more than once per game session. The character’s ties to this group are also a two-way street—they will be expected to perform duties for the group on occasion as well (a potential plot seed for scenarios).

Ambidextrous

Cost: 10 CP

The character can use and manipulate objects equally well with both hands (they do not suffer the off-hand modifier). If the character has other prehensile limbs (feet, tail, tentacles, etc), this trait may be applied to a limb other than the hand. This trait may be taken multiple times for multiple limbs.

Animal Empathy

Cost: 5 CP

The character has an instinctive feel for handling and working with non-sapient animals of all kinds. Apply a +10 modifier to Animal Handling skill tests or whenever the character makes a test to influence or interact with an animal.

Async Familiarity

Cost: 5 CP

This character has a keen sense for the subtle behavioral clues and micro-expressions that many asyncs unconsciously adopt after their infection. As a result, they may make a Kinesics Test to identify an async as such on their behavior alone. Gamemasters are encouraged to make this test difficult (–30) at best, given that there is usually no outward sign of Watts-MacLeod infection or the use of psi sleights. This trait is most common among asyncs, but it may be allowed for characters that have studied asyncs or spent significant time in their presence.

Brave

Cost: 10 CP

This character does not scare easily, and will face threats, intimidation, and certain bodily harm without flinching. As a side effect, the character is not always the best at gauging risks, especially when it comes to factoring in danger to others. The character receives a +10 modifier on all tests to resist fear or intimidation.

Civilian Analyst

Cost: 10 CP (Level 1) or 20 CP (Level 2)

The character is a civilian analyst in a large intelligence agency such as the Titanian Ministry of State’s Civilian Intelligence Directorate or the Planetary Consortium’s Oversight. At Level 2, the character is a manager coordinating the work of 3–5 other analysts and a few dozen AIs, or a senior non-manager. For each level, the character receives a +10 on all Networking Tests within their agency. The character is actively employed there and is expected to put in at least 6 hours of work four days a week (if Titanian) or 8 hours a day five days a week (if Jovian, Venusian, Lunar, or Martian). In some polities, the character may be able to work remotely. This trait may be a poor choice for Jovian characters, as most Jovian intel analysts are confined to the Castle, with very limited freedom of movement. Also note that characters making frequent requests for secret information not related to their job functions will draw scrutiny.

Common Sense

Cost: 10 CP

The character has an innate sense of judgment that cuts through other distractions and factors that might cloud a decision. Once per game session, the player may ask the gamemaster what choice they should make or what course of action they should take, and the gamemaster should give them solid advice based on what the character knows. Alternately, if the character is about to make a disastrous decision, the gamemaster can use the character’s free hint and warn the player they are making a mistake.

Coronal Adaptation (Morph Trait)

Cost: 30 CP

For biomorphs, this radical alteration enables the subject’s metabolism to live off solar energy, using medichines to repair radiation damage. This same metabolism also generates powerful electromagnetic fields that protect the character from the intense temperatures and radiation in the coronal environment and even enable the character to sail the solar winds. Morphs with this adaptation cannot survive outside the coronal environment (or similar environments) for more than a few days without extensive medical support. Coronal adaptation can only be applied to morphs that also have medichines.

For synthmorphs, this adaptation restructures the morph’s composition with heat-resistant materials capable of surviving superheated plasma and shielded against radiation. The shell is also equipped with refractive metamaterials and a perfectly mirrored surface, giving it an albedo of nearly one. The reflective surface protects the wearer from well over 99% of the radiant energy that falls upon it, but a powerful cooling system and extensive radiation shielding are required for the minuscule percentage of energy that slips through. Generated electromagnetic fields also protect the morph and enable propulsion along solar magnetic lines.

This adaptation provides a +10 modifier to the biomorph’s Free Fall skill tests in the presence of strong electromagnetic fields. It also provides 10 points of Energy armor against heat and electromagnetic-based attacks (such as lasers, microwaves, and plasma weapons, but not explosions).

Danger Sense

Cost: 10 CP

The character has an intuitive sixth sense that warns them of imminent threats. They receive a +10 modifier on Surprise Tests.

Direction Sense

Cost: 5 CP

Somehow the character always knows which way is up, north, etc., even when blinded. The character receives a +10 modifier for figuring out complex directions, reading maps, and remembering or retracing a path they have taken.

Digital Ghost

Cost: 10 CP

The character has an intuitive knack for keeping their computer intrusions out of the spotlight. Once per game session, the hacker may prevent a Severe Failure or Critical Failure from downgrading their status on a hacked system (see Failing Tests).

Dominant Strain (Asyncs Only)

Cost: 10 CP

This trait is only available to asyncs. The Watts-MacLeod virus has a special hold on the async and aggressively resists attempts by other strains of the exsurgent virus to gain a foothold in the character.

Instead of the usual –20 penalty to resist infection, the character gains a +10 bonus. Any time they must make such a test, however, they immediately suffer the effects of a derangement for 1d10 hours after the test is resolved as the Watts-MacLeod strain asserts itself. They incur no stress along with this derangement, but multiple tests to resist infection may, at the gamemaster’s discretion, incur additional derangements.

Drug Exception (Ego or Morph Trait)

Cost: 10 CP

The character or morph has an unusual resistance to addiction for one particular biological or chemical drug (but not nanodrugs or narcoalgorithms). Addiction Tests for using that drug or resisting an addiction craving are made with a +20 modifier. Furthermore, the character halves the penalty for minor and moderate addiction to that drug, but still suffers full penalties from major addiction.

Ego Plasticity

Cost: 10 CP (Level 1), 20 CP (Level 2), or 30 CP (Level 3)

Merging forks can be stressful under the best of circumstances, but some people handle the process better than others. Per level, the character gains a +10 modifier on all Merging Tests and suffers −1 SV when merging forks.

Eidetic Memory (Ego or Morph Trait)

Cost: 10 CP

Much like a computer, the character has perfect memory recall. They can remember anything they have sensed, often even from a single glance. This works the same as the eidetic memory implant.

Enlarged Size (Morph Trait)

Cost: 10 CP

This trait increases the size of an existing morph model from either small to medium or medium to large (morphs may only be enlarged once). Morphs enlarged to a medium size lose the effects of the Small Size trait and gain 5 points of Durability. Morphs enlarged to a large size gain the effects of the Large Size trait and 10 points of Durability. Durability increases also effect Wound Threshold and Death Rating as normal. Enlarging a morph may affect other changes at the gamemaster’s discretion. For example, morphs that relied on their small size for flight may lose that capability or suffer modifiers.

Entrepreneur

Cost: 10 CP (Level 1), 20 CP (Level 2), or 30 CP (Level 3)

This character is the owner or co-owner of their own small hypercorp, microcorp, or business franchise—or an active participant in an autonomist cooperative, collective, or work syndicate. This entity has its own reputation score in an appropriate social network; at the beginning of game play, this rep score equals the trait level x 20. As an owner/member, the character can call upon this rep score for favors, information, and goods, just as they would their own rep score.

At the gamemster’s discretion, this venture can provide other benefits, such as enabling opportunities for smuggling, making official inquiries, or providing a cover for clandestine activities. Though a character can handle much of their management/participation in their businesses or cooperative work project via the mesh and forking, the gamemaster should ensure that the relationship is not strictly a one-way street and occasionally place obligations on the character to take care of business affairs. The gamemaster and player should work together to define the nature of the business/cooperative, such as what it focuses on, where it is based, and the other important participants. These ventures are more than just another resource for the character to call upon, as they can also be used to sew new plot seeds or create new role-playing opportunities.

The reputation score of this venture should fluctuate during game play, much like a player character’s. This may be in part due to the character’s actions, but could also result from economic or political factors outside the character’s control.

Established Fork

Cost: 5 CP

The character begins the game with a fully instanced fork of themselves, and the player can specify if it is an alpha, beta, or delta fork; beta and delta forks will have their stats adjusted according to the rules outlined in Forking and Merging. Psychosurgical alterations that differentiate the fork from the character such as personality edits, mannerisms, and gender/sexual identity (but not traits) can be defined by the player and incorporated into the fork at no cost. Any other positive or negative mental traits taken for the fork must be purchased and applied to the fork exclusively. The fork’s morph and gear must be paid for and provided by expenditure of the character’s own CP and starting credits. This trait ensures the fork is established and recognized as legal in whatever habitat the character lives in when the game starts, but there is no guarantee that the fork would be recognized as legal elsewhere or that the legality will remain current once the game is underway. This trait can be taken more than once. Players should carefully coordinate with their gamemaster to ensure a common understanding of the fork’s place in the game and how they can be utilized.

Exceptional Aptitude (Ego or Morph Trait)

Cost: 20 CP

As an ego trait, the character may raise the maximum for a particular chosen aptitude to 40 rather than 30. As a morph trait, it raises the morph aptitude maximum for a particular chosen aptitude by 10 (30 for flats, 35 for splicers, 40 for all others). Note that this trait just raises the maximum, it does not give the character 10 more aptitude points.

This trait may only be taken by a morph or ego once.

Expert

Cost: 10 CP

The character is a legend in the use of one particular skill. The character may raise one learned skill over 80, to a maximum of 90, during character creation. This trait does not actually increase the skill, it just raises the maximum. This trait may only be taken once.

Fast Learner

Cost: 10 CP

The character improves skills and learns new ones in half the time it normally takes.

First Impression

Cost: 10 CP

The character has a way of charming or otherwise making a good impression the first time they interact with someone. This innate social lubricant allows them to more readily deal with new contacts and slip right into new social environments. Apply a +10 modifier on social skill tests when the character is interacting with another character for the first time only.

Gold Star

Cost: 10 CP

At some point in their past, this character did something that permanently earned them a place in the historical annals of a particular faction. Choose one faction. Each time the character interacts with that faction (such as with Networking Tests) or with an NPC from this faction who knows the character, they gain a +10 modifier. This trait is incompatible with the Black Mark trait for the same faction.

Hardening

Cost: 10 CP

Either through repeated exposure or simply due to a willful aspect of the character’s personality, the character is desensitized to one particular type of stressful experience. The player may choose one entry from the Stressful Experiences table, the Continuity Stress table, or any other specific experience that causes stress, such as specific psychosurgery procedures or Alienation Tests with a particular type of morph, with gamemaster approval. They are immune to stress from this source. This trait may be taken more than once, for hardening to different experiences. Each time it is taken, the character’s maximum Moxie score is reduced by 1. Characters may not become hardened to the merging of forks. Characters that become hardened through repeat exposure gain this trait for free.

Heightened Instinct

Cost: 10 CP

This trait is only available to uplifts. Though the character is fully sapient and normally socialized, the uplift process left much of their unconscious instinct intact, and they are able to synthesize a great deal of contextual information instinctively. This provides a marked advantage when dealing with confusing or tense situations, as the character’s subconscious drives their actions and responses faster than conscious decision-making. The character receives a +1 bonus to Initiative and ignores up to −10 of any modifiers for distraction when making skill tests.

High Temperature Operation (Morph Trait)

Cost: 10 CP

This morph has been designed to operate only in high-temperature environments, enabling them to withstand temperatures up to 1,000 C. This morph loses 1 point of COO for every 5 minutes it spends at temperatures lower than 250 C, and 1 point of COO for every minute that it spends below 150 C. When its COO equals zero the morph becomes completely immobile. This same penalty is applied to all COO-based skill rolls. The morph’s cyberbrain and mesh access still work in these circumstances, but the morph cannot physically move under its own power. Even if placed back in higher temperatures, if it was previously reduced to total immobility, the morph halves its COO and SOM (round down) until it has been serviced.

This trait may only be applied to synthmorphs. It provides 5 points of Energy armor against heat-based attacks (such as lasers, microwaves, and plasma weapons, but not explosions).

Home Turf

Cost: 10 CP

This character knows a particular habitat like the back of their hand, paw, or tentacle, having grown up there or spent years familiarizing themselves. They receive an extra point of Moxie that may only be used for tests that apply to that habitat, such as navigating the best route, bypassing airlock controls, or hacking its infrastructure.

Hyper Linguist

Cost: 10 CP

The character has an intuitive understanding of linguistic structures that facilitates learning new languages easily. The character requires one-third the normal amount of time and experience to learn any language. The character can also learn any human language in one day simply by constant immersive exposure to it. Additionally, the character receives a +10 modifier when attempting to interpret languages they don’t know.

Improved Immune System (Morph Trait)

Cost: 10 (Level 1) or 20 (Level 2) CP

The morph’s immune system is robust and more resistant to diseases, drugs, and toxins—even more than basic bio-mods. At Level 1, apply a +10 modifier whenever making a test to resist infection or the effects of a toxin or drug. At Level 2, increase this modifier to +20. This trait is only available to biomorphs.

Indenture Holder

Cost: 30 CP

The character currently owns the indenture contract of another ego. The person subject to indenture could be anyone from a Fall infugee to a criminal working off the damages of an assault charge. The indenture itself could have been voluntarily arranged with the character, awarded by a court, or the character could have bought it through IndEX. The terms and conditions that will end the indenture should be clearly determined as a set credit amount, levels of favors expended, or provision of specific services. It is recommended that the contractual services are reasonably likely to be completed within 6 months.

Players and gamemasters should collaborate to establish the relationship the character has with the indenture and the exact skills and reputations of the NPC. Gamemasters should be very careful that this trait is not abused, and remember that, as the indenture holder, the character also has some responsibilities to the NPC. Physical harm, mental trauma, and illegal activities could negate the terms of indenture and may have serious repercussions for the character. Should the character treat their indenture well, they could become a trusted ally, but ill treatment could make them into an enemy.

Information Control

Cost: 10 CP

This character has a knack for diligence and caution in their daily living, online, and social networking interactions, reducing the amount of extraneous or sensitive information about themselves that leaks out in the public eye. Apply a −10 modifier to any Research Tests to gather information on the character or track them online (see Scanning, Tracking, and Monitoring) and any Networking Tests to ascertain the character’s networking interactions (see Keeping It Quiet).

Innocuous (Morph Trait)

Cost: 10 CP

In an age when exotic appearances and good looks are commonplace, the morph’s look is surprisingly bland and undistinguished, in that cookie cutter sort of way. The character’s physical looks are so mundane that others have a hard time picking them out of a crowd, describing their appearance, or otherwise remembering physical details. Apply a –10 modifier to all tests made to spot, describe, or remember the character. This modifier does not apply to psi or mesh searches.

Intuitive Cracker

Cost: 10 CP (Level 1) or 20 CP (Level 2)

When it comes to brute-force hacking, this character has an intuitive sense for finding and deploying the right exploit tool for the job. Reduce the base timeframe for brute-force hacking by 20% per level. Since brute-forcing a system is normally a Task Action with a 20 Action Turn timeframe, at Level 1 this timeframe is reduced to 16 Action Turns and at Level 2 it is reduced to 12 Action Turns. As usual, every 10 points of MoS on the Infosec Test may reduce this another 10%; these and other reductions (such as from Speed and extra actions) are added together before they are applied to the timeframe.

Killer Instinct (Uplifts Only)

Cost: 15 CP

This trait is only available to uplifts, and is most common in those from octopus or orca genestock. During uplift the most predatory aspect of the character’s psyche was left largely intact, and this has left them comfortable with bloodletting. The character does not take stress from committing extreme violence in situations they feel are justified and necessary, and they receive a +30 modifier on Stress Tests when witnessing extreme violence committed by others.

Limber (Morph Trait)

Cost: 10 (Level 1) or 20 (Level 2) CP

The morph is especially flexible and supple, capable of graceful contortions and interesting positions. At Level 1, the character can smoke with their toes, do the splits, and squeeze into small, cramped spaces. At Level 2, they are double-jointed escape artists. Each level provides a +10 modifier to escaping from bonds, fitting into narrow confines, and other acts relying on contortion or flexibility. This trait is only available to biomorphs.

Machine Intuition (AGIs only)

Cost: 10 CP

This trait is only available to AGIs. The AGI is so attuned to dealing with machines that it has an intuitive knack for discovering the actual source of electronic or programming problems. Apply a +10 modifier to Interfacing, Hardware, or Programming Tests that involve diagnosing a technical problem or repairing it.

Malleable Mind

Cost: 10 CP (Level 1), 20 CP (Level 2), 30 CP (Level 3)

Either through a natural quirk or psychosurgical conditioning, the character’s neural architecture is especially malleable and more readily accepts psychosurgical changes. Apply a −10 modifier per level to the character’s WIL x 3 Test when receiving voluntary psychosurgery (including neural pruning of forks). This modifier does not apply to involuntary psychosurgery.

Math Wiz

Cost: 10 CP

The character can perform any feat of calculation, including the most complex and advanced mathematics, instantly and with great precision, with the same ease an unmodified human can add 2 + 3. The character can calculate odds with great precision, find correlations in numerical data, and perform similar tasks with great ease. Apply a +30 modifier on tests involving math calculations.

Military Intelligence

Cost: 10 CP

This trait may only be taken by characters with the Military Rank trait (below). Since all members of JSFI are commissioned officers, Jovian characters must have Military Rank of at least Level 2.

The character is posted to their military’s intelligence service. This makes it possible for the character to use reputation to garner classified information at one Favor level lower than normal, but it also immerses the character in the spook world, limiting their movements and greatly complicating their collaboration with Firewall. Players taking this trait should consult with the gamemaster as to how their character is able to operate as part of Firewall at all with other spies looking over their shoulder.

Military Rank

Cost: 10 CP (Level 1), 20 CP (Level 2), 30 CP (Level 3)

Jovian: The character is an officer in the Jovian Space Force or Jovian Space Force Marines. Level 1 makes the character an NCO: a warrant officer, sergeant, or senior airman. Level 2 makes the character a low-ranking commissioned officer: a first or second lieutenant. Level 3 makes the character a mid-ranked commissioned officer: a captain or major.

Titanian: The character is an officer in the Commonwealth Fleet, Marines, or Coast Guard. Level 1 makes the character an NCO: a warrant officer, sergeant, or petty officer. Level 2 makes the character a low-ranking commissioned officer: a pilot officer, lieutenant, or officer. Level 3 makes the character a mid-ranked commissioned officer: a squadron leader, major, or commanding officer.

For each level, the character receives a +10 on all Networking Tests within their service branch. The character is on active duty, with all of the attendant structure and responsibilities of military life. Usually this includes being stationed in a specific place or on a specific vessel. However, the character might also have a desk job or be support staff. Players taking this trait must seek gamemaster permission and develop a plausible story for how their character is able to participate in Firewall missions while on active duty. Also note that this trait affects only the character’s Networking Tests. Favors involving acquiring hardware, deploying military units, or the like still require plausible explanations as to how the character is manipulating the military command and logistics systems, and will have serious consequences if the character’s superiors judge them to be abusing their position. Rank-and-file grunts don’t need to take this trait.

Minion/Partner

Cost: 30 CP

The character has a personal employee, assistant, intern, or other form of retainer on hand to help them out. This could range from a hired bodyguard to a personal secretary to a solo socialite entourage. The relationship also does not need to be hierarchical; the character could have a partner or other collaborator. This minion/partner should be developed in conjunction between the player and gamemaster and fully drawn up using the character creation rules, with their role and motivations spelled out. While most minions are in it for the money, and most partners share an interest or goal with the character, this NPC might also be motivated by loyalty, friendship, personal career interest, fandom, or to repay a debt or obligation.

For the most part, the player should be allowed to run this NPC as a secondary character. The minion/partner is an NPC, however, and the gamemaster may take control of the NPC at any time. The relationship must be maintained, else the minion/partner will part ways with the character. The character should occasionally have to address the minion’s or partner’s own needs, which can be exploited for roleplaying and plot purposes.

Morph Fever Resistance (Asyncs Only)

Cost: 10 CP

This trait is only available to asyncs. The async does not suffer stress effects from extended periods sleeved in a pod, synth, or infomorph.

Murder Simulator Addict

Cost: 10 CP

Thousands of hours spent in various simulspace combat games have sharpened the character’s aim and reflexes—or they’ve simply spent an inordinate amount of time at the range practicing headshots. When making called shots in ranged combat to target an opponent’s head, this character does not suffer the usual −10 called shot modifier. They still suffer the −10 modifier for other called shots, however.

Natural Immunity (Morph Trait)

Cost: 10 CP

The morph has a natural immunity to a specific drug, disease, or toxin. When afflicted with that specific chemical, poison, or pathogen, the character remains unaffected. At the gamemaster’s discretion, this immunity may not apply to certain agents. It may not be applied to nanodrugs or nanotoxins. This trait is only available to biomorphs.

Pain Tolerance (Ego or Morph Trait)

Cost: 10 (Level 1) or 20 (Level 2) CP

The character has a high threshold for pain tolerance and is better at ignoring the effects of pain on their abilities and concentration. Level 1 allows them to ignore the –10 modifier from 1 wound. Level 2 allows them to ignore the –10 modifiers from 2 wounds. This trait is only available for biomorphs.

Patron

Cost: 30 CP

The character has an influential person in their life who can be relied on for occasional support. This could be a wealthy hyperelite family member, a high-ranking triad boss, or an anarchist networker with an unbeatable reputation. When called upon, this patron can pull strings on the character’s behalf, supply resources, introduce them to people they need to know, and bail them out of trouble. The player and gamemaster should work together to define exactly who this NPC is and what their relationship with the player character is. Specifically, the question of why this patron is supporting the character should be answered (familial obligation? childhood buddies? the character saved their life once?). Gamemasters should be careful that this trait does not get abused. The patron should be an occasional help (probably no more than once per game session at most) but is not always at the character’s beck-and-call. If the character asks for too much, too often, they should find the patron’s support drying up. Additionally, the character may need to take action to maintain the relationship, such as undertaking a mission on the patron’s behalf. In fact, the character may only have their patronage because they are on-call or of use to the NPC in some way.

Personal Connection

Cost: 15 CP

The character has some sort of personal connection that often allows them to get one particular category of goods or services at a discount in most major habitats. Perhaps an old friend owns a body bank corp, their family is in the shipping business, they won a lifetime membership discount for a common retail chain, or someone in a criminal cartel owes them a life-long obligation. The player chooses one particular type of goods or services, such as morphs, cargo shipping, weapons, robots, software, implants, and so on. The character can usually acquire these goods or services at one cost category cheaper. This does not apply to Expensive goods. The player may use this trait as often as they wish, but the gamemaster may rule that is simply not available in certain settlements—their connection may not have a presence there or may be too strained for resources to offer the discount. Also at the gamemaster’s discretion, if the character takes actions that would substantially compromise the relationship that enables this discount, they may be temporarily unable to use this trait or may even lose it for good. This trait does not reduce the cost of goods and services acquired during character creation, nor may it be taken in conjunction with the Tenure trait.

Phoenix

Cost: 10 CP (Level 1) or 20 CP (Level 2)

Transhumans who die and resleeve frequently are nicknamed “phoenixes.” Death holds little sway over these daring characters, so the trauma of lost continuity has lost much of its sting. The character gains a +20 bonus on Continuity Tests at Level 1, and a +30 bonus at Level 2.

Police Officer

Cost: 10 CP (Level 1) or 20 CP (Level 2)

The character is a mid-ranking cop—a sergeant or detective—in the Martian Rangers, Titanian Science Police, or other police department. At Level 2, the character is a high-ranking officer: chief inspector, chief of single station or district, or high-ranking desk officer in a large department. For each level, the character receives a +10 on all Networking Tests within their department. The character is actively employed there and is expected to put in at least 6 hours of work four days a week (if Titanian) or 8 hours a day five days a week (if Jovian, Venusian, Lunar, or Martian). Rank-and-file officers don’t need to take this trait. Characters using favors to deploy other officers or use department resources may have to explain their actions to superiors.

Potent Mind (Asyncs Only)

Cost: 5 CP

This trait is only available to characters that also have the Psi trait and the Psychic Stab sleight. The character’s mind is especially invasive and damaging when used against others. Inflict an extra 1d10 DV when using the Psychic Stab sleight.

Predator (Uplifts Only)

Cost: 10 CP

This trait is only available to uplifts, and is most common in those from octopus or orca genestock. The uplift retains the thrill of the hunt from its predatory ancestry. The character receives a +10 modifier on Infiltration Tests when stalking a target and a +10 bonus on the first attack against a surprised opponent.

Professional Courtesy

Cost: 5 CP

Although higher-ups in your organization probably aren’t thrilled about it, you’ve run into the operatives and field agents of another faction or conspiracy often enough that you’ve earned some leeway with them. Choose a group engaged in covert ops, intelligence work, or paramilitary actions: when encountering agents of that group in the context of a mission, you gain a +10 bonus on all social tests against them, as they treat you with grudging respect—or at least more tolerance than they otherwise would for a member of your organization. Discuss with your gamemaster to detail what your character did to gain the respect of this other group. This trait does not guarantee safety or cooperation between you and members of the chosen organization, only some additional consideration between professionals. Depending on the particulars of an encounter, it may provide some shared information, a moment of détente to face a common foe, or the chance to determine how to stay out of each others’ way.

#PsiPsi

Cost: 20 CP (Level 1), 25 CP (Level 2)

The character has been infected with the Watts-MacLeod strain of the Exsurgent virus, which altered their brain structure and opened the potential for their mind to enhance their cognitive abilities and read and manipulate the biological minds of others (see Playing Asyncs_1e#Sleights). The character may purchase and learn psi sleights. At Level 1, the character may only use psi-chi sleights. At Level 2, the character may use both psi-chi and psi-gamma sleights. Though this trait is not very expensive, gamemasters should not allow it to be abused. There are a number of negative side effects to Watts-MacLeod infection, noted under Psi Drawbacks.

Psi Chameleon (Ego or Morph Trait)

Cost: 10 CP

The character’s mental state is naturally resistant to psi sensing. Apply a –10 modifier to any attempts to locate or detect the character via psi sleights.

Psi Defense (Ego or Morph Trait)

Cost: 10 (Level 1) or 20 (Level 2) CP The character’s mind is inherently resistant to mental attacks. At Level 1, apply a +10 modifier to all defense tests made against psi attacks. At Level 2, apply a +20 modifier.

Rapid Healer (Morph Trait)

Cost: 10 CP

The morph recovers from damage more quickly. Reduce the timeframes for healing by half, as noted on the Healing table. This trait is only available to biomorphs.

Right at Home

Cost: 10 CP

The character chooses one type of morph (splicer, neo-hominid, case, etc.). The character always feels right at home in morphs of this type. When resleeving into this type of morph, the character automatically adjusts to the new body, no Integration or Alienation Test needed, suffering no penalties and no mental stress.

Second Skin

Cost: 15 CP

If your character background or faction enforces a restriction on your starting morph (for example, uplifts must start with an uplift morph), this trait allows you to ignore that restriction and purchase a starting morph of your choice.

Situational Awareness

Cost: 10 CP

The character is very good at maintaining continuous partial awareness of the goings-on in their immediate environment. In game terms, they do not suffer the Distracted modifier on Perception Tests to notice things even when their attention is focused elsewhere, or when making Quick Perception Tests during combat.

Skill Artifact (Morph Trait)

Cost: 10 CP (Level 1) or 20 CP (Level 2)

The morph has latent skills stored in muscle memory or as higher-level data that refuses to be erased. This is especially common for exotic or alien morphs. At level 1, the morph has a single Active skill at a rating of 30 (plus aptitude) or a single Knowledge skill at 40 (plus aptitude). Level 2 adds a second skill. This new skill suppresses the ego’s pre-existing rating in that skill, similar to a skillware system. These skills cannot be changed or turned off as long as the ego is sleeved in that morph. This does not reduce the number of skills that can be used as part of a skillware system. This trait may not be bought more than once.

Social Animal (Hominid/Cetacean Uplifts Only)

Cost: 15 CP

This trait is only available to hominid and cetacean uplifts. The species of origin for these uplifts naturally forms tightly bonded social groups, and that characteristic has been enhanced along with their intelligence. Whenever characters with this background are around family or close associates, they feel a strong sense of security and purpose that grants a +10 bonus on all Stress Tests.

Social Butterfly

Cost: 15 CP

This character is a promiscuous abuser of online social networks. Because they go out of their way to make new connections and interact with people, they find it slightly easier to get what they need. Apply a +10 modifier to Networking Tests.

Spacecraft

Cost: 30 CP

Buying a personal spacecraft is far beyond the means of most characters. This trait, however, puts a spacecraft in the character’s hands, with certain conditions. This trait may only be taken with gamemaster approval and it is best only considered for campaigns where regular space travel is likely to be a major element. Somehow, the character is responsible for a bulk carrier, GEV, LLOTV, scum barge, SLOTV, or standard transport. How and why this occurred—and what strings are attached—should be worked out between the player and gamemaster. The character could be an employed pilot or captain, placed in charge of a hypercorp-owned vessel. Perhaps they are borrowing a ship belonging to a criminal cartel, hyperelite dynasty, or anarchist collective. Maybe they built the ship on their own, but placed themselves permanently in the debt of an esoteric brinker group or smuggling crew to get the materials they needed. The ship may even be stolen, with a bounty out for its recapture. Whatever the circumstances, the character should occasionally be obligated to meet or avoid the needs and demands of the ships’ rightful owners, its passengers, and its crew. For example, the character may have salvaged a derelict vessel and converted it into a refugee barge during the Fall, but must now deal with the scum squatters that have effectively taken it over. Operating a ship also comes with a host of logistical issues, from acquiring reaction mass to making deals for passengers and cargo to somehow funding an inexhaustible list of critical repairs. Keeping the ship operational could become a campaign unto itself.

Special Agent

Cost: 10 CP (Level 1), 20 CP (Level 2)

The character is a field agent of the Titanian Security Police, the secret police of one of the Martian city-states, the Jovian CDC, or a similar organization. At Level 2, the character is a supervising agent coordinating the work of 5–10 other agents. For each level, the character receives a +10 on all Networking Tests within their agency. The character is actively employed there and is expected to put in at least 6 hours of work four days a week (if Titanian) or 8 hours a day five days a week (if Jovian, Venusian, Lunar, or Martian). Players taking this trait must seek gamemaster permission and develop a plausible story for how their character is able to participate in Firewall missions while working for the agency. Their work requires them to be physically present, although whether they’re stationed in a specific place or are deployed more widely depends on their agency role. Characters using favors to deploy other agents or access secret information not related to their jobs will eventually have to explain their actions to superiors.

Striking Looks (Morph Trait)

Cost: 10 (Level 1) or 20 (Level 2) CP

In an age where biosculpting is easy, good looks are both cheap and commonplace. This morph, however, possesses a physical look that can only be described as striking and unusual, but also somehow alluring and fascinating—even the gorgeous and chiseled glitterati take notice. On social skill tests where the character’s beauty may affect the outcome, they receive a +10 (for Level 1) or +20 (for Level 2) modifier. This modifier is ineffective against xenomorphs or those with the infolife or uplift backgrounds. This trait is only available to biomorphs. This modifier may be purchased for uplift morphs, but at half the cost, and it is only effective against characters with that specific uplift background (i.e., neo-avians, neo-hominids, etc.).

The one drawback to this trait is that the character is more easily noticed and remembered.

Tacnet Sniper

Cost: 10 CP

If they have eyes on the target through an ally’s tacnet link, the character can make indirect fire attacks with only a −10 modifier rather than the usual −30. This only applies if the character uses tacnet, not through any other means.

Tenure

Cost: 10 CP

The character holds a tenured professorship at a university such as Titan Autonomous University or the University of Mars. This position gives them privileged access to the university’s resources, funds, and grad assistants. The character receives a +20 bonus on Networking Tests involving the university and its staff. Additionally, favors such as goods, services, and information acquired via those university network connections are one favor level lower. These bonuses do not extend outside the university’s influence. The tenured character will, of course, be expected to occasionally produce research results or other findings or pieces of work to validate their exploitation of university resources.

Tough (Morph Trait)

Cost: 10 (Level 1), 20 (Level 2), or 30 (Level 3) CP

This morph is resilient than others of its type and can take more physical abuse. Increase their Durability by +5 per level (+5 at Level 1, +10 at Level 2, and +15 at Level 3). This also increases Wound Threshold by +1, +2, and +3 respectively.

Trauma Tolerance

Cost: 10 CP (Level 1) or 20 CP (Level 2)

This character has a higher threshold for handling traumatic experiences and is better at ignoring the effects of stress on their abilities and concentration. Level 1 allows them to ignore the −10 modifier from 1 trauma. Level 2 allows them to ignore the −10 modifiers from 2 traumas. Initiative modifiers still apply. In both cases, the character is also not immediately inflicted with any derangements as a result of these traumas. Any additional traumas affect the character as normal; postponed derangements don’t count for the purpose of raising derangement effects, but they do count towards determining when a disorder is applied. Blocking out traumatically stressful experiences is a temporary measure, however, as the experience still lingers and festers in the dark recesses of the character’s mind. A short period of time later (1d10 ÷ 2 hours, round down), the character’s facade of mental fortitude will crack and the −10 trauma modifier(s) and derangement(s) will kick in at one level higher. A character who ignored a trauma that would have inflicted a minor derangement, for example, will a few hours later be struck by a moderate derangement.

Unique Contact

Cost: 10 CP

You have a personal tie to an individual with unique skills or resources of particular value to your clandestine activities. This connection may be be based on blood or family ties, shared history, or some other situation that permanently linked you together. Though the contact does not owe you, they are generally inclined to help you, presuming it does not greatly inconvenience them or put them at great risk. This contact could be a weapons dealer, a high-ranking government official, a major hypercorp exec, a scientist at the top of their field, a media icon, a deep-cover mole, a police lieutenant, or even a field agent from a rival group. Apply a +10 modifier on Networking and Social Skill Tests with this specific NPC.

Untarnished Reputation

Cost: 15 CP

Through fame, a lifetime of achievement, or some lucky quirk, the character’s reputation in one particular social network is very difficult to assail. Choose one reputation network. Any test to attack the character’s reputation in that network suffers a −30 modifier, and any rep losses in that network are automatically halved. This does not apply if the character burns their own rep.

You're That Guy!

Cost: 10 CP

Sometime in the past, this character got their 5 minutes of mesh fame in a funny viral meme that swept the solar system. To this day, strangers who access the character’s social profile are likely to connect them to that meme. Though tedious for the character, there is a positive side effect, as these strangers remember the meme fondly and are more likely to help the character out. Once per game session, the gamemaster may decide that a stranger with whom the character is interacting and who has access to the character’s online public profile recognizes the character. The character receives a one-time +20 bonus to any social skill or Networking Test with that stranger.

Rule Zero: In games played via IRC, the frequency (Once per game session) may be changed to "Twice per adventure".

Zoosemiotics

Cost: 5

A character with this trait and the Psi trait does not suffer a modifier when using psi sleights on non-sentient or partly-sentient animal species.

Negative Traits

Negative traits generally hinder the character and apply negative modifiers in certain circumstances.

Addiction (Ego or Morph Trait)

Bonus: 5 CP (Minor), 10 CP (Moderate), or 20 CP (Major)

Addiction comes in two forms: mental (affecting the ego) and physical (affecting the biomorph). The character or morph is addicted to a drug, stimulus (XP), or activity (mesh use) to a degree that impacts the character’s physical or mental health. Players and gamemasters should work together to agree on addictions that are appropriate for their game. Addiction comes in three levels of severity: minor, moderate, or major:

Minor: A minor addiction is largely kept under control—it does not ruin the character’s life, though it may create some difficulties. The character may not even recognize or admit they have a problem. The character must indulge the addiction at least once a week, though they can go for longer without too much difficulty. If they fail to get their weekly dose, they suffer a –10 modifier on all actions until they get their fix.
Moderate: A moderate addiction is in full swing. The character obviously has a problem, and must satisfy the addiction at least once a day. If they fail to do so, they may suffer mood swings, compulsive behavior, physical sickness, or other side effects until they indulge their craving. Apply a –20 modifier to all of the character’s actions until they get their fix. Additionally, a character with this level of addiction suffers a penalty of –5 DUR (physical addiction) or -10 to Willpower Stress Tests (mental addiction).
Major: A character with a major addiction is on the rapid road to ruin. They face cravings every 6 hours, and suffer a penalty of –10 DUR (physical addiction) or -20 to Willpower Stress Tests (mental addiction). If they fail to get their regular dosage, they suffer a –30 modifier on all actions until they do. If their life hasn’t already been ruined by their obsession, it soon will be.

Aged (Morph Trait)

Bonus: 10 CP

The morph is physically aged, and has not been rejuvenated. Old morphs are increasingly uncommon, though some people adopt them hoping to gain an air of seniority and respectability. Reduce the character’s aptitude maximums by 5, and apply a –10 modifier on all physical actions. This trait may only be applied to flat and splicer morphs.

Aggressive GRM

Bonus: 10 CP

This trait is generally only found on uplift biomorphs, but might be included on any unusual high-end or custom biomorphs. A much more aggressive version of the genetic rights management used in rusters and other morphs that require maintenance through GSPs, the genehacking used in creating this morph is atypical and includes many sections of suppressed effects and potential problems that make it difficult for anyone not familiar with the initial design to modify the morph. Unless “unlocked” by the designer through further genehacking, this morph is sterile, and will reject any biomods not listed as standard for the morph. Worse, due to the extensive and limiting manipulation of the morph’s DNA, it is much more prone to cancers and longevity issues than other morphs and has an average life expectancy of only 30–40 years. At the gamemaster’s discretion, Medicine Tests to modify or even heal this morph may suffer modifiers ranging from −10 to −30.

Anomalous Mind

Bonus: 20 CP

Found almost exclusively in AGIs, uplifts, and the subjects of highly experimental pyschosurgical procedures, your mental patterns are dramatically outside the norm of transhumanity. The uniqueness of their mental map makes psychosurgery, routine backup, and resleeving difficult and risky. Any attempts to perform psychosurgery on the character suffer a −10 penalty and automatically cause 1 SV in addition to any other results and regardless of the success or failure of a procedure. Also, backing up and resleeving are not automatic and require active management of the process. Any technician operating the ego bridge during such procedures must succeed on a Psychosurgery Test or the backup/sleeving attempt will fail.

Bad Luck

Bonus: 30 CP

Due to some inexplicable cosmic coincidence, things seem to go wrong around the character. The gamemaster is given a pool of Moxie points equal to the character’s Moxie stat, which also refreshes at the same rate as the character’s Moxie. Only the gamemaster may utilize this Moxie, however, and the purpose is to use it against the character. In other words, the gamemaster can use this bad Moxie to cause the character to automatically fail, flip-flop a roll, and so on. To reflect the black cloud that follows the character, the gamemaster can even use this bad Moxie against the character’s friends and allies, when they are doing something with or related to the character, though this should be used sparingly. Gamemasters who might be reluctant to sabotage the character should remember that the player asked for it by purchasing this trait.

Blacklisted

Bonus: 5 or 20 CP

The character has managed to get themselves blacklisted in certain circles, whether they actually did something to deserve it or not. In game terms, the character is barred from having a Rep score higher than 0 in one particular reputation network. People within that network will refuse to help the character out of fear of reprisals and ruining their own reputation. The bonus for this trait is 20 CP if chosen for the rep network pertaining to the character’s own starting faction, and 5 CP if chosen for any other.

Beta

Bonus: 20 CP

This character is a beta fork of their original self, which for some reason is no longer alive (most likely lost during the Fall). They were created some time ago, so they have grown and overcome most of their original aptitude deficiencies. This character may not have a Moxie higher than 1 and no Active skills higher than 60, nor may they possess the Psi trait. They also have only a limited set of their original self’s memories—much of their previous life is simply lost to them. They automatically receive the Edited Memories trait, without gaining the bonus CP. Beta forks are, of course, illegal in many jurisdictions, and some consider them less than human (the gamemaster may apply a Social Stigma: Beta trait in appropriate circumstances; again no bonus CP are gained).

Black Mark

Bonus: 10 (Level 1), 20 (Level 2), or 30 (Level 3) CP

At some point in the character’s past, they managed to do something that earned a black mark on their reputation. For some reason, no matter what they do, this black mark cannot be shaken off and continues to haunt their interactions. In game terms, the character picks one faction. Every time they interact with this faction (such as a Networking Test) or with an NPC from this faction (Social Skill Tests) who knows who the character is, they suffer a –10 modifier per level.

Botched Merge

Bonus: 15 CP

In the past, the character suffered a serious complication during an attempt to merge a fork that caused irreparable damage to their ego map, leaving them with a weaker grip on their memories and own identity. For some reason—perhaps due to irreproducible memories or information that would otherwise be lost, moral conviction, or the lack of any prior backup states to re-instance—the decision was made to carry on with a damaged mind. Now, high-stress situations can cause periods of dissociation, amnesia, and body alienation. Whenever the character takes stress damage, they must succeed on an INT x 3 Test or immediately enter a dissociative state where they feel disconnected from their body, lose some awareness of the events around them, and/or forget certain information, memories, or skills. In this state they suffer a −10 penalty on all tests. The dissociative state persists for one minute or for the duration of a derangement if one is acquired due to trauma.

Botched Uplift (Uplifts Only)

Bonus: 30 CP

This trait is only available to uplifts. Although possessed of a rough self-awareness and the trappings of sapience, your mental development is flawed. Despite the best efforts of your creators and teachers, you cannot ever fully overcome your mental limitations and serious social awkwardness. Even psychosurgery is unlikely to fix you. You have an aptitude maximum of 10 for both COG or SAV. You have difficulty keeping up with others in complex social situations and are likely highly reliant on your muse to organize your life and coach you through your daily affairs. Whoever does interact with you likely treats you with either contempt or pity, as your difficulties are apparent to anyone who has more than the briefest exchanges with you.

Combat Paralysis

Bonus: 20 CP

The character has an unfortunate habit of freezing in combat or stressful situations, like a deer caught in headlights. Anytime violence breaks out around the character, or they are surprised, the character must make a Willpower Test in order to act or respond in any way. If they fail the test, they lose their action and simply stand there, remaining incapable of reacting to the situation.

Curbed Intelligence (AGIs Only)

Bonus: 10 CP

Fearful of AGIs that might develop into seed AIs like the TITANs, some developers have programmed extra safeguards and precautions into AGI mindstates to limit their intelligence. The aptitude maximum for COG for this AGI character is 15.

Data Footprint

Bonus: 10 CP

The character is particularly sloppy about keeping a lid on their daily living, online, and social networking interactions, leaving a larger data footprint than usual in the public eye. Apply a +10 modifier to any Research Tests to gather information on the character or track them online (see Scanning, Tracking, and Monitoring) and any Networking Tests to ascertain the character’s networking interactions (see Keeping It Quiet).

Debt

Bonus: 10 CP (Level 1), 20 CP (Level 2), 30 CP (Level 3)

The character is in debt to a loan shark or powerful organization that demands regular payments. The debt may be the result of a legitimate loan or the character may be a victim of extortion. Either way, the character is expected to pay, with an interest rate that is far above standard (and possibly illegal), and the creditor organization will not take no for an answer. The approximate level of debt is equal to the following amount:

  • Level 1: 20,000 credits (plus 1d10 x 500 credits in weekly interest)
  • Level 2: 40,000 credits (plus 2d10 x 500 credits in weekly interest)
  • Level 3: 60,000 credits (plus 3d10 x 500 credits in weekly interest)

Each week the character is expected to make a payment on the debt equal to the weekly interest. Failure to do so will cause the creditor organization to retaliate, which can take any number of forms. Hypercorp creditors may lower the character’s rep by publicly declaring them a deadbeat while criminal syndicates may send ego hunters to extract full payment. Many organizations employ debt collectors that know how to get money from reluctant debtors one way or the other. If the character completely reneges on this debt, they gain the Black Mark (Level 2) and Enemy traits.

Characters may be given the option of working off their weekly interest payment—or even their entire debt—by performing a job or other favor for the creditor organization. Generally, this will be a high risk mission for which the organization does not want to use its own personnel, such as retrieval of data from an exsurgent-infested abandoned habitat or assassinating the head of a Martian crime syndicate. The higher the debt is, the more dangerous or difficult the mission will be.

Deferred Indenture

Bonus: 5 CP (Level 1), 15 CP (Level 2), or 20 CP (Level 3)

Due to a prior contract or sentence, this character has a pending indenture that has yet to be redeemed. The character is legally obligated to perform whatever work is asked of them to repay their debt. At Level 1, the value of the indenture is equivalent to 5,000 credits or a Level 4 favor. At Level 2, it is worth 20,000 credits or a Level 5 favor. At Level 3, the indenture is worth 40,000 credits or two Level 5 favors. If the indenture is not honored when called in, the character will be subject to the legal consequences, up to and including pursuit by law enforcement and additional criminal penalties from the originating jurisdiction. Gamemasters and players should outline the circumstances that led to the establishment of the indenture.

Dependent

Bonus: 5 CP

This character has a dependent—a child, a disabled family member, or even a much-loved but needy smart animal pet. Though the character can leave their ward’s care in the hands of a fork or others, they must occasionally attend to the dependent’s needs and may sometimes be forced to bring the dependent with them. The player and gamemaster should work out the specifics of the dependent NPC together; this NPC should have no skills or abilities of value to the player character. The dependent should be a potential vulnerability for the character that enemies or rivals could exploit.

Divergent Personality

Bonus: 10 CP

Something about this character makes their forks diverge from their core personality more quickly than usual. When attempting a merge, treat the fork’s time apart as if it were one step lower on the Merging table. For example, a fork that is absent under an hour is treated as if it were away for 1–4 hours. Characters with this trait may not take the multitasking implant; the continual forking and merging is too stressful on their mind.

Domineering (Uplifts Only)

Bonus: 10 CP

This trait is only available to uplifts and is most common among neo-hominids. The character retains pre-sapient neurological urges to gain social status via dominance. The character must make a WIL x 2 Test to use the Persuasion skill in any situation where they can safely deploy the Intimidation skill instead.

Additionally, they must make a WIL x 3 Test to avoid responding to acts of intimidation with threat displays or violence, though such violence need not be lethal (note that they will still back down if someone successfully uses the Intimidation skill on them). Since the evolutionary purpose of dominance structures is to minimize conflict, domineering uplifts prefer to surround themselves with submissives and will avoid entering situations where they know their dominance might be challenged.

Such domineering characters often suffer poor reputations in modern transhuman reputation networks. They may not start with a rep score higher than 40 in any rep network other than Guanxi.

Drug Fiend (Ego or Morph Trait)

Bonus: 10 CP

The character or morph has a weak resistance to addiction. Addiction Tests (including attempts to resist addiction cravings) are made with a −20 modifier.

Edited Memories

Bonus: 10 CP

At some point in the character’s past, the character had certain memories strategically removed or otherwise lost to them. This may have been done to intentionally forget an unpleasant or shameful experience or to make a break with the past. The memory may also have been lost by an unexpected death (with no recent backup), or it may have been erased against the character’s will. Whatever the case, the memory should bear some importance, and there should exist either evidence of what happened or NPCs who know the full story. This is a tool the gamemaster can use to haunt the character at some future point with ghosts from their past.

Emotive Blindness (AGIs and Uplifts Only)

Bonus: 10 CP

This trait is only available to AGIs and uplifts. This character has difficulty reading the finer points of social cues, body language, expressions, emoting, and so forth for any transhuman outside of its own species. Apply a −10 modifier to Kinesics Tests used against anyone not of the same species as the character.

Enemy

Bonus: 10 CP

At some point in their past, the character made an enemy for life who continues to haunt them. The gamemaster and player should work out the details on this enmity, and the gamemaster should use the enemy as an occasional threat, surprise, and hindrance.

Errant Fork

Bonus: 10 CP

Whether through conscious action or a freak occurrence, you are not the only you out there. An alpha fork of yourself exists and has decided to pursue its own path. Though this fork is not necessarily an enemy, it does have its own agenda and interests that sometimes run counter to your own. There may be legal issues involved, such as competing claims over who is the original alpha and therefore has rights to any property (or in some jurisdictions, the right to exist). There may be social awkwardness, as the division between you and your alpha forced you to compete over your friends, family, or even lovers. Though the alpha fork began with the same aptitudes, skills, traits, rep, and so on as yourself, it has diverged and begun to develop as a separate character, controlled by the gamemaster. Other complications in the relationship between these alphas should exist, enough that the other alpha should serve as an occasional hindrance or surprise. The alphas may, for example, have a strong rivalry going over their shared field of expertise or may simply feel a need to prove themselves better than the other.

Fast Metabolism (Morph Trait)

Bonus: 5 CP

The morph’s metabolism runs hot, requiring the character to eat two to three times as much food as a normal character with similar body mass. Food tends to be plentiful and cheap in most transhuman settlements, but this trait can pose a problem in remote areas or when visiting settlements with limited resources. The character must plan ahead and pack enough food on expeditions. If the character is eating off their rep, they must expend two trivial favors each day for the additional food they require. If the character is unable to obtain enough food, they lose SOM at the rate of one point per day until they resume their usual caloric intake. This trait is only available for biomorphs (including uplifts and pods).

Faulty Education

Bonus: 10 CP

Not everyone receives the same quality of education and many are taught incorrect things. Some children, for example, are raised with an ideologically driven system that prizes obedience over truth and accuracy—something still common in certain Jovian, brinker, and religious communities. Others, like many infugees, isolates, and zeroed indentures, only have access to substandard or obsolete reference material. No matter the cause, the character thinks they know far more than they really do. Once per session, the gamemaster may intentionally mislead the character when giving them the results of a Knowledge Skill Test or otherwise detailing some aspect of the setting or a social interaction, depending on the character’s background. This misinformation represents the character’s faulty understanding of the topic at hand and should be roleplayed appropriately, even if the player knows that their character is mistaken.

Feeble

Bonus: 20 CP

The character is particularly weak with one aptitude. That aptitude must be purchased at a rating lower than 5, and may never be upgraded during character advancement. The aptitude maximum is 10, no matter what morph the character is wearing.

Frail (Morph Trait)

Bonus: 10 (Level 1) or 20 (Level 2) CP This morph is not as resilient as others of its type. Its Durability is reduced by 5 per level. This also reduces Wound Threshold by 1 or 2, respectively.

Frail Sanity

Bonus: 10 CP (Level 1) or 20 CP (Level 20)

This ego’s mind is not as resilient as others. Its Lucidity is reduced by 5 per level. This also reduces Trauma Threshold by 1 or 2, respectively.

Genetic Defect (Morph Trait)

Bonus: 10 CP or 20 CP

The morph is not genefixed, and in fact suffers from a genetic disorder or other impairing mutation. The player and gamemaster should agree on a defect appropriate to their game. Some possibilities include: heart disease, diabetes, cystic fibrosis, sickle-cell disease, hypertension, hemophilia, or color blindness. A genetic disorder that creates minor complications and/or occasional health problems would be worth 10 CP, a defect that significantly impairs the character’s regular functioning or that inflicts chronic health problems is worth 20 CP. The gamemaster must determine the exact effects of the disorder on gameplay, as appropriate.

This trait is only available for flats.

Hoarder

Bonus: 10 CP

With the limitations on living space and need for resource management in all but the wealthiest habs, most transhumans are used to living with a minimal number of personal possessions. The flexibility and multi-purpose nature of most objects and availability of information, entertainment, and communication over digital or VR services all allow this to work well, but hoarders have a psychological compulsion to keep things that they don’t need and serve no purpose. Particularly common among corvid uplifts and some Fall survivors that lost everything, characters with this trait have a hard time giving away or disposing of things. Unless their behavior is somehow managed, they will accumulate overwhelming collections of junk. Each day, the character must make a WIL x 3 Test to keep their compulsion under control. If they fail, they will keep any objects they would normally throw away or recycle (food packaging, drink bulbs, broken or useless objects like dead ectos, ammunition clips, and the like) and must acquire one new item that day; all of those items will be added to their hoard. Hoarders can force themselves to ignore this compulsion for a day by taking one point of stress damage. If they ever attempt to clean out their hoard voluntarily, or if the hoard is significantly reduced (by catastrophe or by hab maintenance workers forcibly removing it), the character takes (1d10 ÷ 2) + 2 SV.

Identity Crisis

Bonus: 10 CP

The character’s ego has trouble adapting itself to the changed look of a new morph—they are stuck with the mental image of their original body, and simply do not grow accustomed to their new face(s). As a result, the character has difficulty identifying themselves in the mirror, photos, surveillance feeds, etc. They frequently forget the look and shape of their current morph, acting inappropriately, describing themselves by their original body, forgetting to duck when walking through doorways, etc. This is primarily a roleplaying trait, but the gamemaster may apply appropriate modifiers (usually –10) to tests affected by this inability to adapt.

Identifiable Quirk

Bonus: 10 CP

Transhumans may be able to switch bodies and travel the entire solar system to start a new life, but some things can’t be left behind. The character has a unique behavioral quirk that makes identification easy, no matter the morph in which they are sleeved. Attempts to identify this character through Kinesics or similar skills gain a +10 bonus. This quirk could be a nervous twitch of the lips, distinct accent, noticeable laugh, or unusual gait. The character suffers a −30 modifier to all Impersonation Tests against targets aware of the character’s quirk.

Illiterate

Bonus: 10 CP

The character knows how to speak, but has difficulty reading or writing. Due to the entoptic-saturated and icon-driven nature of transhuman society, they are able to get by quite comfortably with this handicap. Reduce the character’s Language skills by half (round down) whenever reading or writing.

Immortality Blues

Bonus: 10 CP

The character has lived so long—over 100 years— they’re bored with life and now have difficulty motivating themselves. They were old when longevity treatments first became available, survived the Fall, and continue to soldier onward—though they find it increasingly harder to care, take interest in things around them, or fear final death. The character only receives half the Moxie and Rez Points award for completing motivational goals. This trait may not be purchased by characters with the infolife, uplift, or Lost backgrounds.

Impaired Balance

Bonus: 10 CP (Level 1), 20 CP (Level 2), or 30 CP (Level 3)

This trait is only available to neo-pigs. This uplift’s brain has not been fully adapted to the neo-pig’s bipedal stance and still suffers occasional difficulties with balance. The character suffers a −10 modifier per level to any Climbing, Freerunning, or similar test involving balance or upright movement.

Impaired Hearing (Morph Trait)

Bonus: 5 CP

This trait is only available to octomorphs. This morph lacks the transgenic hearing modifications of modern octomorph designs. The morph can only hear low sounds in the 400–1,000 Hertz range (as opposed to the 20–20,000 Hertz range enjoyed by most trans-humans) and hears poorly when not underwater.

Apply a −30 modifier to any hearing-based Perception Tests. At the gamemaster’s discretion, certain medium and high-frequency sounds may be inaudible as they are outside the morph’s range.

This lack of hearing may be compensated for with audio implants or microphones and mesh inserts.

Impaired Linguistics

Bonus: 10 CP (Level 1) or 20 CP (Level 2)

This trait is only available to uplifts. This uplift’s particular brain structure has difficulty processing language. At Level 1, the uplift loses some of their ability to speak, read, and comprehend things spoken by others when they suffer from stress. Each time the uplift suffers a trauma, they must make a Language Test at −10 to speak (both verbal and via mesh inserts) or comprehend (reading or listening) anything above the most basic words and information. This test only needs to be made once for each language, but for each additional trauma suffered, the test must be made again, with an additional cumulative −10 modifier. If the uplift loses their language abilities, they will recover them when that particular trauma is healed. In the meantime, they can only convey and understand basic, one-word, one-syllable concepts, such as “eat” or “run.”

At Level 2, the uplift’s language centers are permanently hobbled. Their free natural Language skill at character creation is 40 + INT, and no Language skill may be raised above 60. Additionally, they must make make a Language Test to convey or comprehend particularly complex information or sentences at a −10 modifier. At the gamemaster’s discretion, this may also impair other skill tests, particularly Knowledge skills when dealing with detailed data or specialist terminology. Level 2 does not incorporate Level 1 effects.

Impaired Proprioception (Morph Trait) (Octomorphs and Flying Squid only)

Bonus: 10 CP

This trait is only available to octomorphs and flying squid morphs. Baseline cephalopods lack a sense of proprioception in their arms and tentacles, meaning they only know where their limbs are by looking at them. Though a standard proprioceptive sense was added to most octomorph and flying squid models, a number of germlines lack the proper neural structure. A morph with this trait suffers a −10 modifier on Fray Tests to avoid attacks or get out of the way and gains no benefits from the Ambidextrous trait.

Implant Rejection (Morph Trait

Bonus: 5 (Level 1) or 15 (Level 2) CP

This morph does not accept implants well. At Level 1, any implants acquired are more expensive as they required specialized anti-rejection treatments. Increase the Cost category of the implant by one. At Level 2, the morph cannot accept implants of any kind.

Incompetent

Bonus: 10 CP

The character is completely incapable of performing a particular chosen active skill, no matter any training they may receive. They may not buy this skill during character creation or later advancement, and the modifier for defaulting to the linked aptitude of this particular skill is –10. This may not be used for exotic weapon skills, and should be used for a skill that could be of use to the character.

Intense Relationship

Bonus: 10 CP

Many characters retain close relationships with family, friends, and lovers. Sometimes, however, the interpersonal connection in these relationships becomes so intense as to be a detriment. The character is emotionally dependent on their relationship with a particular NPC to the point that being separated from the NPC is taxing. Each week the character goes without meaningful communication with the NPC, they suffer 1 point of stress. If cut off for more than two weeks, they also suffer a −10 modifier to all Task Actions until they are able to reconnect, as they are too distracted to focus. The character also suffers double the stress from witnessing the NPC being hurt or killed.

Basic operational security dictates that the character cannot tell the NPC anything about firewall nor can they communicate with the NPC during a firewall mission. Characters breaking these rules put the lives of their friends and family at risk. Gamemasters should have enemies of firewall use friends and family against characters who break these rules.

Lacks Manipulators (Morph Trait)

Bonus: 10 CP

This morph lacks hands or other limbs with a fine manipulation capability. It is a common trait with quadrupeds (as well as certain smart animals). A morph with this trait may not be able to manipulate objects at all or may only be able to do so with a very limited capacity. Some morphs can hold small-sized or smaller tools, weapons, and other objects between their paws or in their mouths, for example, but unless these items have been specifically designed to operate with this morphology, the character will suffer a −30 modifier to use or may not be able to use them at all (gamemaster discretion). Objects that don’t require physical manipulation, such as tools controlled by wireless commands, may be used normally. Some morphs with this trait—particularly quadrupeds—may be unable to hold an object between their paws and move at the same time or may require a SOM x 3 Test to retain their balance while standing upright to hold something.

Lemon (Morph Trait)

Bonus: 10 CP

This trait is only available for synthetic morphs. This particular morph has some unfixable flaws. Once per game session (preferably at a time that will maximize drama or hilarity), the gamemaster can call for the character to make a MOX x 10 Test (using their current Moxie score). If the character fails, the morph immediately suffers 1 wound resulting from some mechanical failure, electrical glitch, or other breakdown. This wound may be repaired as normal.

Lost Fork

Bonus: 5 CP

A fork of the character has gone missing without a trace. The fork was legal and in compliance with all relevant laws and standards—then it vanished. The version that disappeared was an alpha fork, a complete recent copy of the character’s ego that possesses sensitive knowledge about all aspects of the character’s life. Players and gamemasters should discuss this trait before using it in their game and address the following questions: When did the disappearance occur? Why was the fork created? What was the fork doing just before the disappearance? What leads, if any, does the player possess at the start of the game? This trait is often taken in combination with the Edited Memories, Enemy, and/or On the Run traits.

Low-Gravity Adaptation (Morph Trait)

Bonus: 10 CP

The morph is adapted to live in low gravity (0.15 g or less) and struggles in higher-gravity environments. Treat the character as suffering the effects of high gravity for every full 0.2 g over 0.15. For example, while the character would operate fine on Luna or Titan, on Mars or Mercury (both 0.38 g) the character would be treated as if suffering the effects of 1 wound. On Venus (0.9 g), the character would be treated as if suffering the effects of 3 wounds. For each of these high gravity increments, also reduce the character’s Walking Rate by 1 and their Running Rate by 4. While even low-gravity-adapted bodies can sustain the stress of high gravity (over 1 g) for temporary periods, the gamemaster may rule that long-term exposure to higher gravity may result in the accumulation of actual wounds, not just wound effects. This trait may not be applied to morphs with the High-G Adaptation trait.

Low Pain Tolerance (Ego or Morph Trait)

Bonus: 20 CP

Pain is the character’s enemy. The character has a very low threshold for pain tolerance and is more severely impaired when suffering. Increase the modifier for each wound take by an additional –10 (so the character suffers –20 with one wound, –40 with another, and –60 with a third). Additionally, the character suffers a –30 modifier on any test involving pain resistance. This morph version of this trait is only available for biomorphs.

Memory Artifact (Morph Trait)

Bonus: 5 CP

This particular morph has an anomalous neural structure. As a result, sometimes not all aspects of an ego are properly erased after it has been uploaded and the mind is customarily wiped. This morph has memories from a previous ego that continue to resurface. Once per week, the ego sleeved in the morph must make a MOX x 10 Test. If it fails, certain memories will manifest in the current occupant’s mind. This memories are likely to be from emotionally charged or otherwise memorable events in a previous ego’s life. The first time the latent memories activate, the ego suffers (1d10 ÷ 2) SV. Additional incidents of memory recall may or may not inflict stress, depending on the memory in question (traumatic ones certainly will), how drastically the memories conflict with the character’s personality, and whether or not the character is aware of the source of these memories. The character naturally integrates these memories in with their own, making them a long-term or possibly permanent change that can only be removed with psychotherapy. These memories may of course be useful for plot purposes, as they may include sensitive data, secrets hidden from the public, or information the previous ego does not want spread. Gamemasters should not allow this trait for morphs that will be sleeved for less than a week unless they increase the test frequency from weekly to daily.

Mental Disorder

Bonus: 10 CP

You have a psychological disorder from a previous traumatic experience in your life. Choose one of the disorders.

Mild Allergy (Morph Trait)

Bonus: 5 CP

The morph is allergic to a specific chosen allergen (dust, dander, plant pollen, certain chemicals) and suffers mild discomfort when exposed to it (eye irritation, sneezing, difficult breathing). Apply a –10 modifier to all tests while the character remains exposed. This trait is only available for biomorphs.

Modified Behaviour

Bonus: 5 (Level 1), 10 (Level 2), or 20 (Level 3) CP

The character has been conditioned via time-accelerated behavioral control psychosurgery. This is common among ex-felons, who have been conditioned to respond to a specific idea or activity with vehement horror and disgust, but may have occurred for some other reason or even been self-inflicted. At Level 1, the chosen behavior is either limited or boosted, at Level 2 it is either blocked or encouraged, and at Level 3 it is expunged or enforced. This trait should only be allowed for behaviors that are either limited or, if encouraged, impact the character in a negative way.

Morphing Disorder

Bonus: 10 (Level 1), 20 (Level 2), or 30 (Level 3) CP

Adapting to new morphs is particularly challenging for this character. The character suffers a –10 modifier per level on Integration Tests and Alienation Tests.

Neural Damage

Bonus: 10 CP

The character has suffered some type of neurological damage that simply cannot be cured. The affliction is now part of the character’s ego and remains with them even when remorphing. This damage may have been inherited, it may have resulted from a poorly designed morph or implant, or it may have been inflicted by one of the TITAN nanovirii that targeted neural systems during the Fall. The gamemaster and player should agree on a specific disorder appropriate to their game. Some possibilities are:

  • Partial aphasia (difficulty communicating or using words)
  • Color blindness
  • Amusica (inability to make or understand music)
  • Synaesthesia
  • Logorrhoea (excessive use of words)
  • Loss of face recognition
  • Loss of depth perception (double range modifiers)
  • Repetitive behavior
  • Mood swings
  • The inability to shift attention quickly

The gamemaster may decide to inflict modifiers resulting from this affliction as appropriate.

Neurochemical Imbalance (Morph Trait)

Bonus: 5 CP

Something about this morph’s neurochemistry (or its neurochemical simulators, in the case of pods and synthmorphs) is unbalanced. Egos that sleeve into this morph struggle with a strong, almost overwhelming emotion: sadness, despair, frustration, loneliness, manic intensity, anxiety, euphoria, and so on. The strength of this emotion may ebb and wane, but it is omnipresent enough to have a consistent impact on the character’s mood and personality. This imposed emotion does not affect the character’s abilities, but it should be taken into effect for roleplaying purposes. The emotion may be quelled with endocrine control implants (but not emotional dampers) or temporarily overcome via a Psychosurgery Test (for biomorphs) or Hardware: Robotics Test (for synthmorphs). Specific drugs may also reduce the effect, based on the particular aptitude affected. Despite these efforts, the emotion will return in 1d10 days.

No Cortical Stack (Morph Trait)

Bonus: 10 CP

The morph lacks the cortical stack that is common to morphs of its type. This means the character cannot be resleeved from the cortical stack if the character dies, they can only be resleeved from a standard backup. This trait is not available for flats.

Not a Team Player

Bonus: 10 CP

This character is socially awkward, self-centered, or has such low self esteem that they simply do not work well others. The character does not benefit from teamwork bonuses when others try to aid them, and if they attempt to aid someone else (whether voluntarily or forced), they will apply a −10 modifier to the test rather than aiding with a +10.

Oblivious

Bonus: 10 CP

The character is particularly oblivious to events around them or anything other than what their attention is focused on. They suffer a –10 modifier to Surprise Tests and their modifier for being Distracted is –30 rather than the usual –20 (see Basic Perception).

On The Run

Bonus: 10 CP

The character is wanted by the authorities of a particular habitat/station or faction, who continue to actively search for the character. They either committed a crime or somehow displeased someone in power. The character deals with that faction in question at their own risk, and may occasionally be forced to deal with bounty hunters.

Overwhelmed by Emotions (AGIs Only)

Bonus: 10 CP

This trait is only available to AGIs. The character has a particularly difficult time adjusting to hormonal urges and emotions when sleeved in biomorphs. The character suffers a −10 modifier when resisting any form of emotional manipulation, including Intimidation and most Persuasion Tests. Additionally the character suffers a −10 modifier to Stress Tests involving emotions, fear, or pain. At the gamemaster’s discretion, certain intense emotions or rushes may temporarily overwhelm the character; if they fail a WIL x 3 Test, they are disoriented and must spend a Complex Action to regain their wits. Gamemasters should not allow this trait for characters that are unlikely to ever sleeve into biomorphs—or should at least occasionally put them in situations that force them into one. Endocrine control does not completely mitigate these effects, though some of the modifiers may cancel out.

Personality Artifact (Morph Trait)

Bonus: 10 CP

Minor but occasionally intrusive echoes of previous egos that have inhabited the morph still remain as mental artifacts. Once per week, the ego sleeved in the morph must make a MOX x 10 Test. If it fails, certain character traits manifest in the current occupant’s mind, causing personality or behavior modification. Roll on the Personality Artifact table and apply the result; the effect lasts for (1d10 ÷ 2) days. With a successful INT x 3 Test, the character will recognize the manifesting behavior as foreign and suffer (1d10 ÷ 2) SV. Additional incidents may or may not inflict stress, depending on the change in question, how drastically the changes conflict with the character’s personality, and whether or not the character is aware of the source of these memories. These personality changes are not permanent and will not transfer with the character’s ego when they resleeve. Gamemasters should not allow this trait for morphs that will be sleeved for less than a week, unless they increase the test frequency from weekly to daily.

Personality Artifact
1d10 roll Result
1 The character experiences a boosted behavior, per Behavioral Control.
2 The character experiences an encouraged behavior, per Behavioral Control.
3 The character experiences an enforced behavior, per Behavioral Control.
4 The character experiences a limited (6–10) behavior, per Behavioral Control.
5 The character experiences a blocked (6–10) behavior, per Behavioral Control.
6 - 7–8 The character is affected by an enhanced or reduced personality trait (gamemaster choice), per Personality Editing.
9 The character acquires a Positive ego trait.
0 The character acquires a Negative ego trait.

Phobia Disorder

Bonus: 10 CP

Phobias are a minor type of mental anxiety disorder based on an irrational fear of a particular situation or thing. Phobic characters will go to great lengths to avoid their particular fear—they must make a WIL x 3 Test to even stay within proximity, otherwise they will flee the area. If forced into close proximity with their fear, they will suffer 1 SV per hour and take a −10 modifier to all of their actions. If they are trapped in close proximity to the source of their fear, they will suffer (1d10 ÷ 2) SV per hour and take a −30 modifier to all actions. Luckily, phobias are easier to treat than other disorders. The base timeframe for psychotherapy treatment of a phobia is 20 hours.

Phobia disorders may be inflicted on characters that suffer too many traumas in place of other mental disorders. Gamemasters should keep in mind, however, that phobias are easier to treat; though the possibility of taking more mental stress from the phobia may offset this. At the gamemaster’s discretion, temporary phobias can be used as derangements inflicted with mental trauma. In these situations, the phobia should be linked to the particular source of trauma. For example, a character who suffers a trauma from remembering their death after vacuum exposure might pick up a derangement phobia of vacuum environments.

Sidebar: Common Phobias

Certain phobias appear with more frequency than others in the Eclipse Phase setting—particularly among firewall agents. A few common examples are:

AI Phobia
Survivors of the Fall or TITAN attacks sometimes develop a lingering phobia of AIs, AGIs, and other digital intelligences, including infomorphs. This phobia can be crippling in urban areas, so most sufferers seek out an isolated existence, far from an active mesh.

Gate Phobia
An unusually high number of gatecrashers have developed phobias of the gates themselves after passing through. In some cases, this has prevented the person from coming back, forcing them to establish a new extrasolar life.

Microgravity Phobia
Similar to a fear of heights, some transhumans develop a fear of endlessly falling away in zero g or microgravity. Such characters must stick to spun habitats, Mars, Venus, or exoplanets, though they can abide low-gravity environments such as Europa and Luna as long as they stay underground.

Muse Phobia
A small percentage of transhumans reject muses, no matter how much they try. Something about the muse triggers an intense phobic reaction, no matter what the muse does or looks like. Life is an unending parade of frustration and embarrassment for those inflicted with muse phobia, as they struggle to keep up with the mainstream of society. A character with muse phobia cannot take advantage of a muse, nor can they willingly carry any other ego or AI in their mesh implants, in a ghostrider module, or in any other electronics regularly carried on their person. The character can handle contact with AGIs and other AIs just fine, they just fear having an intelligence in their head and/or taking on an invasive role in their life.

Robophobia
A small percentage of victims of TITAN attacks are known to acquire a fear and mistrust of robots, synthmorphs, and other animated machines. This can be particularly crippling in certain transhuman settlements. A character with this phobia can not willingly sleeve into a synthmorph.

Thanatophobia
Characters who experience too many violent deaths sometimes develop a fear of dying again—the knowledge they can be restored from backups is no help. Such characters will seek to avoid any dangerous or life-threatening situation.

Planned Obsolescence

Bonus: 5 CP

The morph is a hypercorp model that requires periodic GSP (Genetic Service Pack) therapy. For every three months of game time, the character must spend credits equal to 10% the cost of the morph on GSP “upgrades.” If they fail to do so, the morph’s SOM is reduced by 5 until the character gets their GSP therapy. These penalties are cumulative over time (at 6 months, 9 months, etc.), but getting GSP therapy once removes all penalties. The character suffers no SOM loss if the majority of a given 3 month period was spent in hibernation, in a healing vat, or in some other form of metabolic suspension. The SOM reduction is due to low level neural degradation, minor tumors, joint pain, and other problems that crop up and express later as hypercorp genetic designers working on tight budgets and tighter deadlines race to release morph models with extra value-added features. While theoretically over many years this trait would lead to the early death of the morph, in game terms the morph stops accruing penalties when its SOM is reduced to 5. The character regains their normal SOM score if they resleeve. This trait is only available to biomorphs (including uplifts and pods).

Poorly Socialized

Bonus: 10 CP

This trait is most common among AGIs and uplifts, but can be taken by anyone. The character’s early life experience left them poorly prepared for interacting with the general public, and they come off as boorish, distant, or strange until they get to know someone well. Due to the difficult nature of the character’s behavior, they suffer a −10 modifier on all Social Skill Tests whenever the character is interacting with another character for the first time only.

Proprietary Tech (Morph Trait) (Synthmorphs Only)

Bonus: 10 CP

This trait is only available to synthmorphs. This morph was built to non-standard specifications, so that normal tools and software do not properly work on this morph. This is a conscious design decision by the manufacturer of the morph and is often used as a means of control. By limiting access to repair and modifications, the morph is dependent on the manufacturer. Highly skilled technicians can work around these barriers, but it impedes work. Standard repair and diagnostic tools like repair spray and fixer nanoswarms do not work on this morph, except for manufacturer-approved brands. Characters with Hardware: Robotics can repair or modify the morph but at a −20 modifier.

Psi Vulnerability (Ego or Morph Trait)

Bonus: 10 CP Something about the character’s mind makes them particularly vulnerable to psi attack. They suffer a –10 modifier when resisting such attacks. The morph version of this trait may only be taken by biomorphs.

Real World Naivete

Bonus: 10 CP

Due to their background, the character has very limited personal experience with the real (physical) world—or they have spent so much time in simulspace that their functioning in real life is impaired. They lack an understanding of many physical properties, social cues, and other factors that people with standard human upbringings take for granted. This lack of common sense may lead the character to misunderstand how a device works or to misinterpret someone’s body language.

Once per game session, the gamemaster may intentionally mislead the character when giving them a description about some thing or some social interaction. This falsehood represents the character’s misunderstanding of the situation, and should be roleplayed appropriately, even if the player realizes the character’s mistake.

This trait should only be available to characters with the infolife or re-instantiated backgrounds, though the gamemaster may allow it for characters who have extensive virtual reality/XP use in their personal histories.

Reduced Size (Morph Trait)

Bonus: 10 CP

This trait reduces the size of an existing morph model from either large to medium or medium to small (morphs may only be reduced once). Morphs shrunk to a medium size lose the effects of the Large Size trait and 10 points of Durability. Morphs reduced to a small size gain the effects of the Small Size trait and lose 5 points of Durability. Durability reductions also effect Wound Threshold and Death Rating per normal. Reducing a morph may affect other changes at the gamemaster’s discretion.

Severe Allergy (Morph Trait)

Bonus: 10 (uncommon) or 20 (common) CP

The morph’s biochemistry suffers a severe allergic reaction (anaphylaxis) when it comes into contact (touched, inhaled, or ingested) with a specific allergen. The allergen may be common (dust, dander, plant pollen, certain foods, latex) or uncommon (certain drugs, insect stings). The player and gamemaster should agree on an allergen that fits the game. If exposed to the allergen, the character breaks into hives, has difficulty to breathing (–30 modifier to all actions), and must make a DUR Test or go into anaphylactic shock (dying of respiratory failure in 2d10 minutes unless medical care is applied). This trait is only available to biomorphs.

Shut-In

Bonus: 15 CP

This character is a social hermit or went through a period of self-imposed isolation, limiting the amount of interactions they have via online social networks. Because the character is out of touch, their ability to network with others is impaired. Apply a −10 modifier to Networking Tests.

Slow Learner

Bonus: 10 CP

New skills are not easy for this character to pick up. The character takes twice as long as normal to improve skills or learn new ones.

Social Stigma (Ego or Morph Trait)

Bonus: 10 CP

An unfortunate aspect of the character’s background means that they suffer from a stigma in certain social situations. They may be sleeved in a morph viewed with repugnance, be a survivor of the infamous Lost generation, or may be an AGI in a post-Fall society plagued by fear of artificial intelligence. In social situations where the character’s nature is known to someone who view that nature with distaste, fear, or repugnance, they suffer a –10 to –30 modifier (gamemaster’s discretion) to social skill tests.

Socially Graceless

Bonus: 10 CP

Something about the character makes them a walking social disaster. While the character can be charming and confident, they forget basic social etiquette, overlook customs and rules, miss social cues, and overstep their bounds. Once per game session, the gamemaster can treat one social interaction (preferably where a Social Skill Test by the character was involved) as a critical failure. Usually this results in someone being offended, becoming hostile, or refusing to work with the character. Protocol may not be used to wipe away this social gaffe, nor may Moxie negate it.

Solitary (Neo-Octopi Only)

Bonus: 10 CP

This trait is only available to neo-octopi uplifts. Like its pre-sapient kin, this uplift prefers solitude and has not been fully socialized. As a result, they can only tolerate 2 hours of direct interaction (physical or virtual) with others before they need a break and some alone time (at least 2 hours). If forced into a situation where they must interact or exist in close proximity to others for more than 2 hours, they suffer a cumulative −10 modifier to all Social Skill Tests per 2-hour period, up to a maximum of −30. After 6 hours, they must a WIL x 3 Test to keep their composure and not react towards those around them with aggression, hostility, or even violence. This trait is usually taken in conjunction with the Hardening (Isolation) trait.

Stalker

Bonus: 10 CP

A voyeur obsessively stalks this character’s actions online. The gamemaster and player should work out details of the stalker together, and the gamemaster should use the stalker as a plot element to create occasional nuisances and challenges. The stalker could, for example, be a fan who over-appreciates the character’s work and pesters them or a unknown entity that follows the character’s actions religiously and posts the details to an online log.

Stolen Identity

Bonus: 10 CP

Someone stole this character’s identity and took advantage of their name, reputation, background—the works. Though this happened in the past, the situation was never fully resolved and the character is plagued with collateral difficulties from the theft. The gamemaster and player should work out details of the incident together, and the gamemaster should use this to occasionally hinder the character or create complications. For example, the character may have to deal with criminal charges against them in one habitat, angry thugs looking for payback on another, and so on.

Submissive (Uplifts Only)

Bonus: 5 CP

This trait is only available to uplifts. This character retains a tendency to submit to displays of dominance, inherited from their pre-sapient forebears. The character suffers a −20 modifier in Opposed Tests against Intimidation from NPCs with perceived social status.

Subverted Mind

Bonus: 30 CP

Similar to the Modified Behavior trait, the character has been conditioned by behavioral control psychosurgery—in this case, an expunged or enforced behavior. The character is unaware of this mind editing, however, as the procedure also included an awareness block. This means the character could be a secret spy, courier, or saboteur, possibly even regularly engaging in behavior of which they are completely unaware. Alternatively, they could simply be an enemy’s secret ace in the hole, a trump card to exploit when the time is right. Keep in mind that, due to the awareness block, even when the character’s hidden programming becomes apparent to others, they will be cognitively incapable of recognizing it themselves, which is certain to be an incredibly stressful experience all around.

Temperature Intolerance (Warm) (Morph Trait)

Bonus: 10 CP

The morph is adapted for extreme cold and has difficulty dissipating body heat in temperatures tolerated by normal transhumans. When exposed to vacuum or temperatures above 5 C for more than 10 minutes, the character suffers a –10 modifier to all actions. At 10 C, increase the modifier to –20. At temperatures above 25 C, the character may suffer 1d10 DV per hour exposed from overheating, at the gamemaster’s discretion. These effects can be nullified by wearing a vacsuit, the application of some sort of cooling system, or returning to a suitably cold environment.

Timid

Bonus: 10 CP

This character frightens easily. They suffer a –10 modifier when resisting fear or intimidation.

Trusting Heart

Bonus: 10 CP

The character has a tendency to trust others far too quickly and is devastated when betrayed. Stress loss from betrayal is doubled and the character suffers a −10 modifier when using Kinesics in Opposed Tests against Deception or Impersonation skills.

Unattractive (Morph Trait)

Bonus: 10 CP (Level 1), 20 CP (Level 2), 30 CP (Level 3)

In a time when good looks are easily purchased, this morph is conspicuously ugly. As unattractiveness is increasingly associated with being poor, backward, or genetically defective, responses to a lack of good looks range from distaste to horror. The character suffers a –10 modifier on social tests for Level 1, –20 for Level 2, and –30 for Level 3. Only biomorphs may take this trait. This modifier does not apply to interactions with xenomorphs or those with the infolife or uplift backgrounds. This modifier may be purchased for uplift morphs, but at half the bonus, and it is only effective against characters with that specific uplift background (i.e., neo-avians, neo-hominids, etc.).

Uncanny Valley (Morph Trait)

Bonus: 10 CP

There is a point where synthetic human looks become uncannily realistic and human-seeming, but they remain just different enough that their looks seem creepy or even repulsive—a phenomenon called the “uncanny valley.” Morphs whose looks fall into this range suffer a –10 modifier on social skill tests when dealing with humans. This modifier does not apply to interactions with xenomorphs or those with the infolife or uplift backgrounds.

Uncontrollable Urge (Ego or Morph Trait)

Bonus: 10 CP

The ego or morph has an overwhelming primal drive that is not properly filtered by the brain, such as the urge for hunting, hiding food, mating, marking territory, driving off competitors (or, for the rare synthmorph, cleaning, serving, or shutting down when not in use), and so on. When presented with triggering stimuli, the character must pass a WIL x 3 Test to resist acting out the compulsion immediately. While resisting the compulsion, the character suffers a −10 to all actions. Uncontrollable drives are poorly received in most circles. This trait is most common among uplifts.

Unfit (Morph Trait)

Bonus: 10 CP (Level 1), 20 CP (Level 2)

The morph is either not optimized for health and/or just in bad shape. Reduce the aptitude maximums for Coordination, Reflexes, and Somatics by 5 (Level 1) or 10 (Level 2).

VR Vertigo

Bonus: 10 CP

The character experiences intense vertigo and nausea when interfacing with any type of virtual reality, XP, or simulspace. Augmented reality has no effect, but VR inflicts a –30 modifier to all of the character’s actions. Prolonged use of VR (gamemaster’s discretion) may actually incapacitate the character should they fail a WIL x 2 Test.

Wait, That Was You?

Bonus: 10 CP

This character was the unfortunate star of a viral meme that swept through the solar system’s mesh networks—provoking anger, disgust, or mockery towards them. To this day, strangers who access the character’s social profile are likely to connect them to that meme, coloring their perception of the character. Once per game session, the gamemaster may decide that a stranger with whom the character is interacting and who has access to the character’s online public profile makes the connection. The character suffers a one-time −20 modifier to any social skill or Networking Test with that stranger.

Rule Zero: In games played IRC, the frequency (Once per game session) may be changed to "Twice per adventure"

Weak Grip (Morph Trait)

Bonus: 10 CP

This trait is only available to neo-avian and neo-pig morphs. The physiology of this particular morph is flawed in that the opposable digits on the hands are not fully formed or operational. A character in this morph loses their damage bonus in melee attacks and suffers a −10 modifier on subdual tests and any other tests involving their grip, hand strength, or ability to hold on.

Weak Immune System (Morph Trait)

Bonus: 10 (Level 1) or 20 (Level 2) CP The morph’s immune system is susceptible to diseases, drugs, and toxins. At Level 1, apply a –10 modifier whenever making a test to resist infection or the effects of a toxin or drug. At Level 2, increase this modifier to –20. This trait is only available to biomorphs.

Zero-G Nausea

Bonus: 10 CP

This morph suffers from space sickness and does not fair well in zero-gravity. The character suffers a –10 modifier in any microgravity climate. Additionally, whenever the character is first getting acclimated or anytime they must endure excessive movement in microgravity, they must make a WIL Test or spend 1 hour incapacitated by nausea per 10 points of MoF.

Neutral Traits

Emotive (Morph Trait, Synthmorphs Only)

The emotive circuits for this morph are exceptional. Kinesics Tests made against the morph suffer only a −10 modifier, rather than the usual −30 for synthmorphs. This is useful when non-vocally emoting to friends, and not so great when trying to hide your intentions from others.

Large Size (Morph Trait)

The morph is significantly larger than a normal transhuman, which has its advantages and disadvantages. The character counts as a large target in combat, granting all enemies a +10 bonus on attack rolls against the character. Their mass works against them; double the damage from falling or collisions after armor is applied. The character gains the reach advantage against standard-size targets (double this against small targets) and can also wield two-handed weapons in one hand without penalty. At the gamemaster’s discretion, the character may suffer a −20 modifier when handling small items, assuming they come equipped with no fine manipulators. Naturally, they may also have difficulty with armor, clothing, and other gear manufactured for smaller morphs, as well as the cramped confines of many habitats.

This trait applies to morphs that are inherently large. To apply it to existing morphs with a smaller baseline, use the Enlarged Size trait.

The following existing morphs are considered to have the Large Size trait: fenrir, neo-beluga, neo-orca, q-morph, sundiver.

The following existing bots and vehicles are also considered large: dwarf, flux car, flying car, ground car, hyperdense exoskeleton, Mars buggy, portable plane, rocket buggy, skimmer.

Non-Human Biochemistry (Morph Trait)

Biomorphs (including pods) with this trait are developed from non-human (but still mammalian) species or have been genetically modified enough that they are substantially different from humans. Though they are often medically similar to humans, there may be notable differences, and certain common drugs and medical treatments may not work on the morph or may have drastically different results. Though most non-human morphs are developed without allergies, some are occasionally overlooked. Common augmentations may not be available for this morph or may need extra time to prepare. Medicine: Uplift or Medicine: Exotic Biomorph is used to medically treat these morphs. Apply a −10 modifier to any other Medicine skills used to heal or augment the morph; gamemasters should also feel free to increase this modifier to −20 or −30 and/or adjust the timeframe based on the character’s condition and resources available to the medical staff.

Non-anthropomorphic morphs with this trait count as exotic and inflict −30 modifiers to Alienation and Integration Tests. This trait is only available to morphs created from non-human biochemistries. The following existing morphs are considered to have the Non-Human Biochemistry trait: aquanaut, hypergibbon, neanderthal, neo-beluga, neo-dolphin, neo-hominid (bonobo, chimp, orangutan, and gorilla), neo-orca, neo-pig, neo-porpoise, neo-whale, selkie, surya.

Non-Mamamalian Biochemistry (Morph Trait)

Biomorphs (including pods) with this trait are developed from non-mammalian biologies. The state of medicine for these morphs is often not quite as advanced as it is for humans, and certain common drugs and medical treatments may not work on the morph or may have drastically different results. Though most non-mammalian morphs are developed without allergies, some are occasionally overlooked. Common augmentations may not be available for this morph or may need extra time to prepare. Medicine: Uplift or Medicine: Exotic Biomorph is used to medically treat these morphs. Apply a −20 modifier to any other Medicine skills used to heal or augment the morph; gamemasters should also feel free to increase this modifier to −30 and/or adjust the timeframe based on the resources available to the medical staff.

Morphs with this trait count as exotic and inflict −30 modifiers to Alienation and Integration Tests. This trait is only available to morphs created from non-mammalian biochemistries. The following existing morphs are considered to have the Non-Mammalian Biochemistry trait: chickcharnie, hulder, neoavian, novacrab, octomorph, ripwing, salamander.

Small Size (Morph Trait)

The morph is significantly smaller than a normal transhuman, roughly child-sized. The character counts as a small target in combat; apply a −10 modifier to attacks against the character. Standard-size opponents have a reach advantage against the character and large and very large opponents will have double this advantage. The character may also, at the gamemaster’s discretion, suffer a −20 modifier when handling medium-sized gear or two-handed weapons that have not been modified for their size. They may also have difficulty with armor, gear, and so on manufactured for larger morphs. Small morphs have an aptitude maximum for SOM of 25. This trait applies to morphs that are inherently small. To apply it to existing morphs with a larger baseline, use the Reduced Size trait.

The following existing morphs are considered to have the Small Size trait: dragonfly, flexbot modules, hypergibbon, kite, neo-avian, neotenic, scurrier, spare.

The following existing bots/vehicles are considered to have the Small Size trait: bughunter, caretaker, creepy, explorenaut, gnat, manipulator cuff, saucer, spider hand, thumper.

The following existing smart animals are considered to have the Small Size trait: aquarium pet, guard dog, police baboon, rust hound, smart cat/dog/hawk/monkey/racoon/rat/wolf, space roach, squidling, swarm cat.

Unique Look

The morph is engineered to stand out in a society with sophisticated cloning and fabrication technology. The exact nature of the unique look varies based on the morph. Some employ proprietary technology secured by DRM in order to prevent others from copying the exact look of the morph. Others are secured by reputation alone—the look of an infamous triad crime boss would never be copied for fear of retribution. Whatever the reason, no one will mistake this morph for someone else. Any attempt to impersonate a morph with this trait suffers a −30 penalty. Characters with this trait tend to cause extremely positive or negative reactions in social situations. Characters with this trait may gain a positive modifier of up to +30 in certain Social Skill Tests or suffer up to a −30 penalty on Social Skill Tests, depending on the circumstance.

In general, morphs with the Unique Look trait are strongly associated with a particular element of transhuman society, so characters with this trait will become de facto representatives of that element of society and others will treat them accordingly.

Very Large Size (Morph Trait)

The morph is huge in size, bigger than many vehicles. It counts as a very large target in combat, providing opponents with a +20 modifier to hit. Their mass works against them; triple the damage from falling or collisions after armor is applied. The morph gains the reach advantage against large-sized targets; double this bonus against medium and small targets. It can wield two-handed weapons in one hand, but suffers a –20 modifier with medium-sized objects and cannot use small items or smaller, unless they come equipped with fine manipulators. Very large morphs are too big to wear standard clothing and armor and do not fit within the confines of cramped habitats.

This trait only applies to morphs that are inherently very large. The following existing morphs are considered to have the Very Large Size trait: neo-whales and surya.

The following existing bots and vehicles are considered to have the Very Large Size trait: cargo hauler, crasher truck, deep sea submarine, defense platform, fighter, GEV, interceptor, large jet, lifeboat, maglev train, Martian rover, methane skiff, mobile base, outsystem hover/skimmer, scorcher, siftrunner, small jet, SLOTV, Titanian cargo copter, utility helicopter, Venusian hauler.

Very Small Size (Bots/Creatures Only)

The bot or creature is roughly mouse- or insect-sized. It counts as a very small target in combat; apply a −30 modifier to attacks against it. Halve the damage from falling or collisions after armor is applied. Small-size opponents have a reach advantage against it and larger opponents will have double this advantage. The bot/critter suffers a −20 modifier when handling small-sized gear and cannot use any gear that is larger. It cannot use standard clothing or armor and is too small to fit a cyberbrain. Very small bots and animals have an aptitude maximum for SOM of 5. This trait only applies to bots and creatures that are inherently very small.

The following existing bots and creatures are considered to have the Very Small Size trait: bees/ wasps, recon flyer/hopper/snake, sky mote, speck.

Whole Body Apoptosis (Morph Trait)

This morph has been genetically programmed to suffer a sudden and lethal massive cellular failure at some point in the future, usually within a given 10 year period, though it is possible to target a specific date, give or take a few months. This modification is favored by bioconservatives that wish to live healthy and die quickly and “naturally.” The cellular failure takes about 10 minutes to complete, giving the character time to stop what they are doing, send any final messages, or commit any other final acts. This trait may only be applied to biomorphs (including pods).

Apoptosis may not be initiated voluntarily.