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Physical Traits

Name Cost Prerequisites Description
Ambidextrous 2 Ignore offhand penalties
Take Initiative 1 Wits 3, Dexterity 3 When your ambush is detected treat your init roll as a 10
Demolisher 1 - 3 Strength 3 When breaking objects, ignore a point of Durability per dot of Demolisher.
Double Jointed 2 Dexterity 3 Dislodge joints at will. Escape from mundane bondage automatically. When escaping from grapple you may substitute Dext. for Str.
Fleet of Foot 1 - 3 Athletics 2 Add dots in Fleet of Foot to your Speed.
Freediving 1 Athletics 2 Add Athletics to Stamina when holding a deep breath.
Giant 1 not small +1 size
Small 1 not giant -1 size
Hardy 1 - 3 Stamina 3 Add Hardy dots as a bonus to rolls against disease, poison, deprivation, suffocation, unconsciousness, etc.
Hunter 1 Athletics 3, Wits 3 Succeed exceptionally on three successes in a chase action.
Iron Stamina 1 - 3 Stamina or Resolve 3 Ignore penalties from fatigue or wounds up to your rating in Iron Stamina.
Quick Draw 1 Wits 3 Whenever your Defense is available, you can instantly draw a weapon that falls under a chosen Weaponry or Firearms Specialty
Sticky Fingers 2 Sleight of Hand 3 You can pickpocket once per turn reflexively. Unnoticed if target not specifically looking.
Survivalist 1 Survival 3 You can resist Extreme Cold and Extreme Heat for hours equal to your Stamina.