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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Haec lingua est etiam, ut est in mensa munus" |
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