Standard Traits List
This is the list of Standard Traits used in Astrophobia.
You may also be looking for Expanded Traits List: Cybernetics.
Contents
- 1 Acrobat
- 2 Ambush Specialist
- 3 Armour Master
- 4 Armour Upgrade
- 5 Barfighter
- 6 Beastspeaker
- 7 Berserker
- 8 Born Fighter
- 9 Brawler
- 10 Charismatic
- 11 Chemist
- 12 Cleave
- 13 Defender
- 14 Detective
- 15 Diehard
- 16 Drone Operator
- 17 Drunken Master
- 18 Ecologist
- 19 Educated
- 20 Eidetic Memory
- 21 Engineer
- 22 Field Command
- 23 Fleet of Foot
- 24 Ghost in the Machine
- 25 Hacker
- 26 Heavy Weapons Expert
- 27 Hold My Booze
- 28 Insightful
- 29 Jack of All Trades
- 30 Learned
- 31 Lucky
- 32 Marksman
- 33 Martial Artist
- 34 Medical Savant
- 35 Nimble Fingers
- 36 Onslaught
- 37 Opportunist
- 38 People Person
- 39 Perceptive
- 40 Pilot
- 41 Quartermaster
- 42 Quick Gun
- 43 Quick Shot
- 44 Resolute
- 45 Shield Bearer
- 46 Sixth Sense
- 47 Sneaky
- 48 Sniper
- 49 Super Strength
- 50 Survivalist
- 51 Technobabble
- 52 Tough
- 53 Tracker
- 54 Vigilant
- 55 Xenotech Expert
- 56 Xeno-Hunter
Acrobat
It’s up there? No problem!
You gain Advantage when Testing to do acrobatic tricks such as tumbling, long distance jumps, climbing, and maintaining balance.
Ambush Specialist
Keep your eyes on your six…
You gain Advantage on Tests to locate, disarm, and detect ambushes and traps. You also gain Advantage on Save Tests to avoid traps.
Armour Master
Your paltry weapons cannot pierce my carbonweave!
You have mastered wearing armour like a second skin. When wearing any form of armour, you have an extra 3 Hit Points that must be lost before you take physical damage. These hit points cannot be healed, and must be restored via repairing your armour. It takes a full 8 hours to repair all 3 Hit Points.
Armour Upgrade
Now we're cooking with gas!
To take this trait, you must first have the Armour Master trait. Your armour now has a Cybernetic Trait of your choice. However, this trait can only be used if you are wearing your armour and the armour is not broken or disabled.
Barfighter
Funny how you always fancy yourself a drink, right on Unification day.
You can select Improvised Weapons as a Weapon Group. You do not get to pick a Weapon to Master within the Improvised Weapon group. Instead, as long as one action in your turn is an attack with an Improvised Weapon, you get one extra Action each turn.
Beastspeaker
What is it, boy?! The captain’s speeder got hit by a meteorite?!
You are able to communicate with animals. This form of communication is primitive and very simplistic.
Berserker
RAAAAAGH!
When attacking with a Melee Weapon, you can choose to attack with Disadvantage. If you do and succeed, you deal +1 damage.
Born Fighter
I’m always ready for a fight.
When combat starts, you may immediately take 1 Turn (2 Actions) before initiative is rolled.
Brawler
Everybody has a plan until they get punched in the face.
If you are fighting Unarmed, you Evade with 2d6 (instead of 1d6.)
Charismatic
I can get what I want without even asking.
You gain Advantage when attempting to convince someone of something or otherwise influence them.
Chemist
Comet dust has many uses. It’s also great on salads!
Provided the right reagents and recipes, you can mix medicines, elixirs, chemical bombs, and poisons. You also gain Advantage when identifying unknown liquids and other useful substances.
Cleave
You were foolish to get so close.
As one Action you may attack with a Heavy Melee Weapon to hit all targets within close range of you (ally or enemy). All of these attacks are made with Disadvantage.
Defender
I’ve got your back.
When an ally near to you is successfully hit, you can force the attack to hit you instead. If you have taken the Evade action, you can roll to Evade.
Detective
I always get my man, woman, or alien.
When searching for clues as to an identity, whereabouts, or motives, you gain Advantage.
Diehard
I’m not going down that easy.
When an attack would reduce you to 0 Hit Points, it instead reduces you to 2 Hit Points. You can do this once per day.
Drone Operator
My drones do the talking, I just press the buttons.
You know how to operate, maintain, and manage drones. It takes an action to issue a command to your drone. At the end of your turn, the drone will resolve its two Actions trying to accomplish the task it was issued. You roll all Tests for the drone with Advantage, unless its trait specify otherwise. Trait limitations still apply.
Drunken Master
Urrp..
While you are intoxicated, you may Evade without spending an action. However, you have Disadvantage on all Save tests. Does not stack with Hold my Booze.
Ecologist
We go left. I can tell by some of the moss and from these space rodent tracks.
You gain Advantage when attempting to find your way through natural environments, and when attempting to identify dangerous alien creatures.
Educated
I didn’t go to the academy for four years for nothing.
You gain Advantage when checking to see if you know specific information in a topic you choose when picking this trait. If you don’t know something, you do know the best place to find it.
Eidetic Memory
You remember that guy in that city? Who did that thing? I remember exactly what he said.
When Testing to recall information you have seen or heard previously— even in passing—you succeed on a roll of 4, 5, or 6.
Engineer
I fix what y’all break down.
You are proficient in maintaining, managing, and repairing equipment. You may test with advantage to repair an item or machine. If successful, you restore 1 Depletion point to any object. You can make this test in combat once per day.
Field Command
I want every gun we have to fire on that Zlotaan.
As an action, make a Test with Advantage. If successful, you give any allies at Close range +1 to damage on their next successful attack. This benefit lasts until the start of your next turn.
Fleet of Foot
Running away is always a valid option.
Your speed increases from 5 metres to 6 metres.
Ghost in the Machine
Clear my schedule for the evening and put on some classical music, please. Oh, and don’t forget to download my holonet shows tonight.
You have a sentient AI assistant to make your life easier. You can order it to competently manage your digital presence on your behalf, such as setting appointments, managing your electronic messages, or posting photos and videos of your latest adventures to social media. Twice per session, if you are unprepared for a situation, you may Test at Disadvantage. If you succeed, your companion provides you with information that allows you to be prepared. For example, if you are lost, your companion might have previously downloaded a map for you.
Hacker
Master of the Matrix.
You may take an action to overcome or disrupt an obstacle presented by technology.
- Easy tasks (like hacking a keypad, or turning off a security camera) require a Test with Advantage.
- Moderate Tasks (decoding an encrypted computer, removing traces of an individual from the internet) require a Standard Test.
- Difficult Tasks (like shutting off a nuclear launch, disrupting a government database or server) require a Test with Disadvantage.
You must be next to the technology you are attempting to hack. A GM might require you to make multiple tests or ongoing tests if a situation requires it.
Heavy Weapons Expert
There is never enough dakka.
As one Action you may attack with a Heavy Ranged Weapon to hit one target, and also the two targets nearest to your initial target (ally or enemy). All of these attacks are made with Disadvantage. Does not stack with Sniper.
Hold My Booze
Shaken, not stirred.
You never suffer disadvantage from being intoxicated (though you can still pass out, etc.) Does not stack with Drunken Master.
Insightful
Stop pulling my leg…
You gain Advantage when Testing to discern whether someone is telling the truth or lying.
Jack of All Trades
Oh, I took a short course in that!
Twice per session, you may make a Test with Advantage where you normally couldn’t. This use of Advantage can override Disadvantage.
Learned
Look, these here compu-books contain the total sum of Grunkian Property Law, as of the treaty of XXXIVVIX.
If you ever need a piece of information and you can’t find the answer, you can test with Disadvantage. If successful, the GM will give you a tidbit that will aid you.
Lucky
Whew! That was close.
You may reroll one Test per session.
Marksman
The odds of hitting your target increase dramatically when you aim at it.
When using the Focus Action, your next attack with a Ranged Weapon is successful on a Test of 3, 4, 5, or 6.
Martial Artist
Be like water, flowing through cracks.
You can select Unarmed as a Weapon Group to be proficient with. You must select a martial arts style as your Mastered Weapon.
Medical Savant
I’ve seen worse, son. You’ll pull through.
As an Action, you can Test 2d6 to heal a creature other than yourself. If the Test is successful, the target creature is healed for 2 Hit Points. This Trait can also be used to cure poison, disease, and other physical ailments within reason. You must be next to the creature to heal it.
Nimble Fingers
I could have sworn I left it right here!
You gain Advantage when Testing to pick locks, steal, or do sleight-of-hand.
Onslaught
I will bathe in the blood of enemies!
If your attack drops an enemy to 0 Hit Points, you may immediately make an extra attack with Disadvantage.
Opportunist
One man’s failure is another man’s opening to stab the idiot who failed.
If an enemy within range fails to hit with an attack against you, you may immediately make an attack with Disadvantage against that enemy.
People Person
How you doin’?
When interacting socially with individuals, your Tests always count as Focused.
Perceptive
What has been seen cannot be unseen.
You gain Advantage when Testing to gain information about your surroundings or find things that may be hidden. You gain this even while asleep.
Pilot
I’ll try spinning, that’s a good trick!
You gain Advantage on Tests made to manoeuvre vehicles.
Quartermaster
I’m always prepared.
When you roll for Depletion, you can choose to reroll once per day. You must keep the second result.
Quick Gun
Fastest gun around.
When rolling initiative, you roll 3 dice and take the 2 highest for your Initiative score. Your first Ranged Attack of the combat has Advantage.
Quick Shot
Pew, pew, pew!
As one Action you may make 2 attacks with a Light Ranged Weapon. Both Tests are at Disadvantage. This counts as 1 attack.
Resolute
I will not be a casualty of fear.
You gain Advantage on all Save Tests.
Shield Bearer
I’ve got you covered.
While wielding a shield, Test with 2d6 on Evade Actions instead of 1d6.
Sixth Sense
Who needs eyes, when I have all the other senses?
You do not suffer Disadvantage for having your sight impaired.
Sneaky
Hey, did you hear something?
You gain Advantage when Testing to hide or sneak around without others noticing you.
Sniper
One shot, one kill…
Any focused attacks you make with a Heavy Ranged Weapon deal 3 damage. Sniper can not be used alongside Heavy Weapons Expert.
Super Strength
Stand back, I’ll kick it in!
You gain Advantage when Testing to do something with brute force other than attacking an enemy.
Survivalist
These berries are safe to eat… I think.
You gain Advantage when Testing to forage for food, find water, seek shelter, or create shelter in the wild.
Technobabble
Maybe if I reverse the polarity on the flux combustor?
If you fail a mechanical, electrical, or computer related Test, you may Test again with Disadvantage.
Tough
I have not journeyed all this way because I am made of sugar candy.
You gain 2 additional Hit Points.
Tracker
These prints are fresh. He went that way.
You gain Advantage when Testing to track a person, creature, or animal in the wilderness. While outside, you can also locate true north without Testing.
Vigilant
Better to stay ready than to get ready.
You gain Advantage on Initiative Tests.
Xenotech Expert
Did you try reading the manual first?
You have spent years learning the tricks, traps, uses, and language of various Xenotech from dead civilizations. You gain Advantage to identify the primary function of any piece of Xenotech you find, and you can always activate complex Xenotech without training.
Xeno-Hunter
If it ain’t like me, I can kill it.
You have spent years learning how to hunt, kill, and trap other creatures. You can spend an Action to attack an enemy that is not your Species at Disadvantage. If you succeed, you deal 1 damage and gain Advantage on your next Test or attack against them.