Traits! Traits! Traits! in Sternwald Sector | World Anvil
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Traits! Traits! Traits!

Trait Description
Amorphous Creature may change its size by +/-1 as a free action, but does not change movement. Also gains Crawler trait.
Amphibious Creature may breathe substance other than air and survive.
Auto-Stabilized Always counts as Braced for firing heavy weapons.
Baneful Presence (x) All creatures take a -10% to Willpower when within (x) Meters.
Battle Focus Wind rider Only, 1/ round move your jet-bikes up to Tactical Speed as a Free Action.
Bestial No survival in natural habitat, Test Willpower +/-0% when hurt, if fail - Flee!
Blind Take -30% to WS tests, cannot use visual senses.
Blood For the Blood God Blood and gore generate no inhibiting environmental effects on this creature. It rather likes it.
Brutal Charge (x) Deal +(x) damage to all attacks in the round in which you Charge
Burrower (x) Speed (x) meters underground. Leaves a tunnel for creatures 1 size smaller. Tunnel may collapse.
Crawler Half normal agility rate for movement. No penalties for terrain.
Dark Sight (IR) Gain Infra-Red vision
Dark Sight (LLV) Gain Low Light Vision through Light Amplification
Deadly Natural Weapons As for Natural Weapons, but lose the Primitive Quality
Demonic (x) Gain Toughness Bonus +(x) (negated by Force, Sanctified, Psychic or Demonic traits), + Undying
Demonic Presence (x) Creatures with in (x) meters take a -20% to willpower tests.
Fear (x) Gain Fear at (x) rating. Penalties based on (x)
Flyer (x) Gain flying movement at (x) meters per round base level.
From Beyond Immune to Fear, Pinning, Insanity, and Psychic Powers related to Mind influence/control
Frozen Flame Mandrake Only, If you killed w/in last 24 hours you may use the Baleblast Attack 1/kill
Hoverer (x) Gain Hoverer movement at (x) meters per round base level
Incorporeal Gain Hoverer (6), +30% Stealth, and pass through solid objects. Immune to non-psychic weapons, certain limitations re. other sources, and cannot cross a Gellar Field.
Machine (x) Do not breathe, immune to Vacuum, Cold/Heat, Mind-Influencing Psychic powers, and +(x) Armor Points to all locations. Gain (x) AP against damage from being On Fire.
Master of the Klave Incubi Only, On inflicting Critical Damage to an Elite, Master or PC opponent, make a free action, standard attack against another adjacent opponent.
Mechanicus Implants Gain various fundamental cyberware items per DH2 p. 137
Mind Lock Programmed Intellect - if situation is outside Paramters, test Int +20% or be Stunned for 1 Round. Basically mindless.
Mistress of Death Succubus Only, On killing master level NPCs or PC, regain 1 Fate Point previously spent.
Multiple Arms (x) Gain +(x) # of Arms. Also: +10% to Athletics (Swim or Climb), For each +2 arms, make additional Attack per multiple weapons rules, AS LONG AS you possess the TWW (Melee or Ranged) talent.
Natural Armor (x) Gain +(x) points of Armor on all locations. Stacks with worn armor, but not Machine.
Natural Weapons Natural weapons, deal 1d10+SB, Primitive (7). Immune to Power-field.
Nauseating Those who fail fear tests against this create do not roll on the Shock Table, instead they are stunned for 1 round / DoF, as they vomit a lot. Still get IP, and take 1 level of Fatigue. If you pass - Nothing.
Nightstrider Mandrake Only, Full Action to emerge from any shadow w/in 16m. Other benefits. DH:EWO, p. 117
Phase Spend Half action to gain/lose Incorporeal trait
Psyker See DH2 Core Rule, P193 for details. Permits purchase of Psyniscience skill.
Quadruped Gain 4 Motive Limbs (or more), Double base movement. Add +2 for each pair of legs beyond 2 pairs.
Reclamation Protocols Any non-decapitated Necron, Unless Plot Relevent/Overkilled (Melta/Cinematic/etc), Tests Toughness +0%. If they pass they Rise to their Feet with Tgh Bonus# of Wounds & Regeneration Bonus (if any). If they fail by 1-2 DoF: Retest Next round, 3+ DoF: Disappear to places unknown. If they fail a second test, they disappear.
Regeneration (x) Test Toughness at the start of your turn, if passed, gain +(x) wounds up to starting #.
Sanctioned Your Psychic abilities have been approved on Terra. Starting bonuses.
Scorpion Stealth Striking Scorpions Only, No penatlies to Stealth from Aspect Armor
Scorpion Sting Striking Scorpions Only, On Charge make a Semi/Full Auto attack with Mandi-blasters as a Free Action. Or spend Reaction to make a strike at other times. -10% to all attacks using this rule. 1 Bonus attack only/round.
Shadow-Dweller Mandrake Only, On a successful Dodge, you may choose to gain Incorporeal Trait until start of your next turn.
Size (1) Miniscule, -30% to be hit, +30% Stealth, Move: AB-3
Size (10) Titanic, +60% to Hit, -60% to Stealth, Move: AB+6
Size (2) Puny, -20% to be hit, +20% Stealth, Move: AB-2
Size (3) Scrawny, -10% to be hit, +10% Stealth, Move: AB-1
Size (4) Average, No bonus to hit/Stealth/move
Size (5) Hulking, +10% to be hit, -10% to Stealth, Move: AB+1
Size (6) Enormous, +20% to be hit, -20% to Stealth, Move: AB+2
Size (7) Massive, +30% to be hit, -30% to Stealth, Move: AB+3
Size (8) Immense; +40% to be hit, -40% to Stealth, Move: AB+4
Size (9) Monumental, +50% to be hit, -50% to Stealth, Move: AB+5
Slow as Death Unless noted, cannot Run or Sprint, but may charge…
Sonar Sense Toned pulse, 30m range, Awareness -10% to detect
Soul Bound Gain 1 of penalties DH1 p. 138, roll +1d10 when rolling perils, and substitute for either 10s or 1s as desired.
Spirit Mark Spirit Seer Only, Full Action: Test Psyniscience -20% to grant Wraith constuct allies w/in WPB meters +5% to perception or attack checks til the start of your next turn.
Stampede As per DH2, for herd creatures.
Stuff of Nightmares Gain Undying Trait, Immune to Environment Hazards, Blood Loss, Stunning, Crits (other than Death/Limb Loss) - unless caused by Psychic/Force or Sanctified weapons.
Sturdy Gain +20% against Knock Down or Grappling actions or the Takedown Talent.
Swarm 1/2 damage unless using: Spray, Flame, Blast or Scatter weapon. Cannot be Grappled, Pulled or Knocked Prone. Variable Pen Value to reflect engulfing opponent. Can Pour through opening of a suitable size…
Touched by the Fates (x) Gain (x) Fate Points, replaced in Fate Point alt. rules.
Toxic (x) On damaging you, your opponents test Toughness -(10x)% or take 1d10 damage direct to wounds.
Undying Cannot be harmed by Disease, Poisons, Toxic and Vacuum. Does not Breathe
Unnatural Agility (x) Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests.
Unnatural Ballistic Skill (x) Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests.
Unnatural Characteristic (x) Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests.
Unnatural Fellowship (x) Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests.
Unnatural Intelligence (x) Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests.
Unnatural Perception (x) Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests.
Unnatural Senses (x) Gain abilities equivalent to sight to perceive surroundings for (x) meters.
Unnatural Strength (x) Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests.
Unnatural Toughness (x) Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests.
Unnatural Weapon Skill (x) Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests.
Unnatural Willpower (x) Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests.
Voidsman No penalty for Zero G Movement
Warp Instability If you take damage, and deal neither damage nor insanity that round, at the end of your round test Willpower. Take 1 point of Damage on failure, +1 additional per DoF beyond the first. If you "die" you go back to the warp.
Warp Weapons Ignore all Armor on locations struck. Do not ignore: Fields, Psycho-Active Materials, or other specified Wards.
Wired for Combat (x) Gain (x) Bonus reactions per round
Wraith Blind Wraith Constructs Only, Roll 2d10 for Initiative and discard Highest.
Wraith Sight Wraith Constructs Only, w/in 100m of an Eldar Psyker, increase Unnatural Senses Trait to (75), and ignore Wraith Blind trait.
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