Traits

Traits represent learnt techniques, newfound talents and specialisations of skills that go above and beyond a simple percentage chance to succeed. Where a character with a Melee Attack (Swords) skill of 100% might hit and do damage most of the time, a character with Melee Attack (Swords) of 100% and a selection of Melee and Sword-specific Traits would be able to disarm their opponent, knock them to the floor and behead them in three quick strikes, or perform a spinning dervish attack that leaves multiple enemies dazed and unprepared for the follow-up attack. Not all Traits are combat-related, either - anyone can offload their scrap to buy a new gun, but a specialised scavenger might have better scrap, and then be able to work out a better deal.

Aquiring Traits
All characters start with 3 Trait Points (TP) to spend in the Tier 1 list, and then gains another TP for every 10 skill ranks they obtain. All traits have 5 ranks, but a player is not obligated to buy all 5 ranks before purchasing different traits, and can go back to buy new ranks at any time. All traits apart from those in the Tier 1 list require meeting some form of prerequisites to purchase.

Types of Traits
Traits follow the Tier System closely, with most traits being in Tier 1, 2 or 3. In Tier 2, a trait also needs 25 ranks in a certain skill to unlock, and at Tier 3, a trait needs 50 ranks in a certain skill to unlock.

Combat Traits are a special case, as many of them require that the player performs a certain combat maneuver. If a character buys enough traits that they get over 100% chance of something happening if they perform a certain maneuver, the chance decreases so they all have the same chance of happening.

Apart from the Tier Traits are the Transhuman Traits and the Speciality Traits, both of which require certain other criteria to unlock.

Tier 1 Traits
Tier 1 Traits have no prerequisites, and are available to everyone.

Armourer
The character's equipment has 1% (per rank) less chance of degrading after each use.

Barter
The character has a 10% (per rank) chance of getting a 50% discount on any purchases they make.

Brutal Shot
The character spends 1 (per rank) less Morale when performing a Brutal Attack maneuver at range.

Clear-Headed
The character spends 1 (per rank) less Morale when performing a Recover maneuver.

Danger Sense
The character has a 2% (per rank) chance of determining if an event is dangerous when it appears on the map.

Dodge
The character spends 1 (per rank) less Morale when performing a Defensive Fighting maneuver in melee.

Easy Ally
The character gains Rep 10% (per rank) faster.

Eventful Life
The character has 2% (per rank) extra chance of encountering an event every ten minutes.

Fleet of Foot
The character moves 2% (per rank) faster.

Force of Personality
The character gains 1% (per rank) bonus to social attempst with humans.

Hit the Dirt
The character spends 1 (per rank) less Morale when performing a Defensive Fighting maneuver at range.

Heavy Strike
The character spends 1 (per rank) less Morale when performing a Brutal Attack maneuver in melee.

Iron Will
The character's Morale drops 10% (per rank) slower.

Knowledge : Animals
The character gains 1% (per rank) bonus to social attempts with Tier 1 and 2 Animals and 0.5% (per rank) bonus to defence against attacks made by Tier 1 and 2 Animals.

Knowledge : Pre-Invasion Culture
The character gains 10% (per rank) extra experience when training PreTech and OldTech Weapon Secondary Skills

Knowledge : Monsters
The character gains 1% (per rank) bonus to social attempts with Tier 3 Animals and 0.5% (per rank) bonus to defence against attacks made by Tier 3 Animals.

Knowledge : Robots
The character gains 1% (per rank) bonus to social attempts with Robots and 0.5% (per rank) bonus to defence against attacks made by Robots.

Knowledge : Zombies
The character gains +1% (per rank) bonus to defence against Zombies.

Lung Capacity
The character can ignore drowning/gas for 2 (per rank) seconds longer than normal.

Precise Blow
The character spends 1 (per rank) less morale when performing a Steady Aim maneuver in melee.

Quick Reader
Books grant Secondary Skill experience 20% (per rank) faster.

Sniper Shot
The character spends 1 (per rank) less Morale when performing a Steady Aim maneuver at range.

Strong Back
The character can carry and extra 10lbs (per rank) of weight without becoming over-encumbered.

Tough
The character gain 5 (per rank) extra health.

Trader
The character has a 10% (per rank) chance of getting 50% more for any sales they make.

Tier 2 Traits
Tier 2 Traits require 25% in a single skill.

Brawling Dodge
The character ignores 1% (per rank) of the damage penalty of the Defensive Fighting maneuver in melee.

Disarm
The character has a 5% (per rank) chance of hitting their target's arm on a Steady Aim maneuver in melee. This has a 10% (per rank) chance of making the target drop anything in that arm.

Feint
The character has a 5% (per rank) chance of improving their Melee Defence by 2% (per rank) when they use the Recover maneuver in melee.

Headhunter
The character has a 5% (per rank) chance of hitting their target's head on a Brutal Strike maneuver in melee. This has a 10% (per rank) chance of dazing the target for 5 seconds.

Parry
The character has a 1% (per rank) chance of making a basic melee attack when he uses Recover in melee.

Trip
The character has a 5% (per rank) chance of hitting their target's leg on a Defensive Fighting maneuver in melee. this has a 10% (per rank) chance of knocking the target over for 3 seconds.

Called Shot
The character gains +1% (per rank) accuracy when using the Steady Aim maneuver at range.

Go to Ground
The character has a 5% (per rank) chance of improving their Ranged Defence by 2% (per rank) when they use the Recover maneuver at Range.

Focussed Fire
The character has a 5% (per rank) chance of firing a second shot when they use the Brutal Strike maneuver at range.

Headshot
The character has a 5% (per rank) chance of hitting their target's head on a Steady Aim maneuver at range. This has a 10% (per rank) chance of dazing the target for 5 seconds.

Kneecap
The character has a 5% (per rank) chance of hitting their target's leg on a Brutal Strike maneuver at range. this has a 10% (per rank) chance of knocking the target over for 3 seconds.

Trickshot
The character has a 5% (per rank) chance of hitting their target's arm on a Defensive Fighting maneuver at range. This has a 10% (per rank) chance of making the target drop anything in that arm.

Allied Assault
The character needs 1 (per rank) less success to Sightjack a team member (minimum 1)

Closed Mind
Enemy hacking attempts require 1 (per rank) more success to affect the character.

Computer Genius
The character gets 10% (per rank) extra experience towards Programming Recipie Secondary Skills.

Neverwhere
The character's invisibility program affects the minimap as well as normal vision.

Personal Programs
The character's programs are 10% (per rank) more effective when they use them themselves.

Speed of Thought
The character needs 1 (per rank) less to affect enemies with Hacking attempts. (minimum 1)

Artisan
The character gains 10% (per rank) extra experience towards Crafting Recipie Secondary Skills.

Builder
The character has a 5% (per rank) chance of spending half the materials when building new items.

Customiser
Weapons made by the character do 2% (per rank) more damage when wielded by themselves, and armour protects 2% (per rank) more damage when worn by themselves.

Dismantler
The character gets 10% (per rank) extra items from Deconstructing existing items.

Learner
The character is 10% (per rank) more likely to learn a new recipie when Deconstructing existing items.

Maintainer
The character has a 5% (per rank) chance of spending half the materials when repairing existing items.

Hunter
The character gains a 5% (per rank) chance of finding an extra piece of meat on searching an animal they've killed.

Looter
The character gains a 5% (per rank) chance of finding a second item on a sucessful Scavenge check.

Medic
The character heals an extra 2 (per rank) health with a sucessful Patch Up attempt.

Outrunner
The character gains an extra 10% (per rank) speed when sprinting.

Shadow
The character counts as being 5' (per rank) further away from enemies for the purposes of finding them

Tracker
The character can detect enemies 5' (per rank) further away.

Tier 3 Traits
Tier 3 Traits require 50% in a single skill.

Fencer
The character gets 1% (per rank) bonus melee defence while wielding a one-handed bladed weapon.

Highlander
The character gets 3% (per rank) extra attack speed while wielding a two-handed bladed weapon.

Swordmaster
The character gets a 2% (per rank) extra Critical Hit chance with bladed weapons.

Assault
The character gets a 1% (per rank) chance to knock an opponent down for 3 seconds while wielding a one-handed blunt weapon.

Overpower
The character gets a 2% (per rank) chance to daze an opponent for a second while wielding a blunt weapon.

Sledgehammer Blow
The character gets 2% (per rank) extra Critical Hit chance while wielding a two-handed blunt weapon.

Expose Armour
The character ignores 2% (per rank) of a target's armour while wielding a one-handed piercing weapon.

Stab
The character gets 3% (per rank) extra Critical Hit chance with piercing weapons.

Thrust
The character gets a 4% (per rank) chance of doubling attack speed for the next strike while wielding a two-handed piercing weapon.

Bar Brawler
The character gains 2% (per rank) critical damage when using improvised weapons.

Nimble
The character gains 1% (per rank) melee defence. This can be used with any weapon.

Street Fighter
The character gains 2% (per rank) bonus damage when fighting unarmed.

Eagle Eyes
The character gains 2% (per rank) extra range with Archaic weapons.

Quick Load
The character gains 3% (per rank) attack speed with Archaic weapons.

Strong Arm
The character gains 1% (per rank) extra Critical Hit chance with archaic weapons.

Gunslinger
The character gains 1% (per rank) extra attack speed when dual-wielding pistols.

Sidearm
The character gains 1% (per rank) extra damage with pistols.

Steady Aim
The character gains 1% (per rank) extra Critical Hit chance when wielding a single pistol.

Cover Fire
The character gains 1% (per rank) extra Ranged Defense while using Defensive Fighting maneuvers wielding a Shotgun.

Pump-Action
The character gains 5% (per rank) per chance of doubling their attack speed for the next attack with a Shotgun.

Ricochet
The character ignores 5% (per rank) of their target's cover when wielding a Shotgun.

Combat Readiness
The character spends 1 (per rank) less Morale when using the Brutal Shot, Defensive Fighting and Steady Aim maneuvers.

One Shot, One Kill
The character gains 3% (per rank) extra Critical Hit chance while wielding Sniper Rifles.

Spray and Pray
The character loses 1% (per rank) accuracy but gains 5% (per rank) attack speed while wielding Assault Rifles.

Guardian Angel
Using Sightjacking on a friendly player gives the target 1% (per rank) extra defense.

Robotic Synergy
Using Invasive Sightjacking on a robot has a 5% (per rank) greater chance of successfully taking control of it.

Spybot
Using Invasive Sightjacking on an enemy player has a 5% (per rank) greater chance of showing the player's chatlog.

Improved Invisibility
The character can stay invisible for 1 (per rank) second longer.

Rusher
Using Conjure Monsters on an enemy spawns 1 (per rank) extra animal.

Two-Way Mirror
The character can use Sightjack and Impart Vision simultaneously, swapping vision with the target for 5 (per rank) seconds.

Active Defense
The character's Clearmind ability has a 2% (per rank) chance of activating itself when the character is targeted by another Hacker.

KO
The character's Mental Blast ability has a 5% (per rank) chance of knocking an enemy down.

System Purge
The character's Clearmind ability has a 2% (per rank) chance of affecting the character's teammates.

Codebreaker
The character is 10% (per rank) more likely to learn a new recipie when deconstructing existing programs.

Million Lines of Code
Basic Code takes 1 second (per rank) less to create (Minimum 1 second)

Rainstorm
The character requires 1 (per rank) less successes to use a Program they have created. (Minimum 1)