Character Traits

All Characters have 3 Character Traits (CT) that can be used during Character Creation in order to create new or creative ways to play so long the Verse Master approves of their use in their campaign. Below are listed each of the traits that can be purchased using the Character Traits. Each Trait costs 1 CT each.

Curses

Curses provide various biological or magical alterations to a character typically from outside sources. More details about the Curses can be found on the Curses page.

Possession

All possessions have triggers that activate depending on certain circumstances. While in possession the Character may gain physical, offensive, and defensive traits they normally would not as well as special abilities and even bloodlines. If the possession is not triggered then the Character appears as they normally would if they did not have the possession.

Demonic Being [1 CT]

When the character is possessed by the demonic being they are given red glowing eyes, sharp red teeth, red claws, and small red horns on their head. The character’s voice also gains a second, deeper voice that speaks alongside theirs when talking. The character’s personality becomes aggressive, chaotic, and troublesome. They desire only to cause mayhem and to mock and tease anything around them.

Trigger
The demonic being attempts to take control of the body whenever the Character takes any damage to their Health and has a Possession DC of 25 + Number of Possession Attempts against the Character’s Sanity Save. If successful, the character maintains control. If a failure, the being takes control over the Character’s body for one hour per the number of successful take over attempts.

Bloodline
While the demonic being has taken control, the Character has a natural bloodline of Fire making all Mana spells they cast deal fire damage, the Character is healed by fire damage instead of damaged, and have a +2 resistance to cold damage.

Offensive Traits
The character grows Claws (1 UD) and sharp teeth that grant them Bite (2 UD) while the demonic being has taken control.

Bonuses
While the demonic being is in control the character gains a +2 to Strength and a +5 to Wordsmith (Intimidate) as well as a +10 to Corruption.

Spell Like Abilities
While the demonic being is in control the Character’s body is covered in fire and makes the target Ignite any flammable target they touch as well as the Burned condition and are immune to fire damage and provide warmth to all targets within 10 feet. All Natural Attacks of the target deal fire damage as per the effects of Mana Body [Fire].

Dark Outsider [1 CT]

When the character is possessed a dark outsider their eyes turn black and their veins turn visibly black as oil. The Character’s personality becomes solemn, dark, and depressed. They dislike the light and want to remain in darkness or to wear clothing that hides them from the light but thrive in dark shadowed areas. The character may become very quiet, reserved, and antisocial but also fearless. They do not seek conflict but will not shy away from combat either and may become violent if provoked.

Trigger
The dark outsider attempts to take control of the body whenever the Character enters any Dark Light Setting and has a Possession DC of 20 + Number of Possession Attempts against the Character’s Sanity Save. If successful, the character maintains control. If a failure, the outsider takes control over the Character’s body for one hour per the number of successful take over attempts.

Bloodline
While the dark outsider has taken control, the Character has a natural bloodline of Shadow making all Mana spells they cast deal shadow damage and gives the ability for the Character to merge with shadows as a Move Action and move between connected shadows but are instantly repelled by any shadow that vanishes.

Bonuses
While the dark outsider is in control the character gains a +2 to Dexterity and the Character gains Dark Vision as well as a +5 to Corruption.

Spell Like Abilities
While the dark outsider is in control the Character has a pall of shadow around them that decreases the light settings by one within 10 feet as per the effects of the spell Mana Halo [Shadow].

Alien Being [1 CT]

When the character is possessed by an alien being they will begin to act very abnormal and fake. The Character will appear to be as if someone is mimicking or attempting to copy their own normal behaviors but incorrectly. Speech patterns will be mechanical and not quite right as if the language and communication is not fully understood. The character may begin performing tasks that are completely abnormal and will be socially awkward but unashamed. When possessed, the character will not acknowledge that anything is wrong and the alien will continually claim to be who their host is even if it is obvious they are not and may refer to themselves by their race and gender or even in the third person. They will have little interest in combat and instead desire to study and observe things around them no matter how insignificant or commonplace it is.

Trigger
The alien being attempts to take control of the body whenever the Character attempts to sleep and has a Possession DC of 23 + Number of Possession Attempts against the Character’s Sanity Save. If successful, the character maintains control. If a failure, the being takes control over the Character’s body for one hour per the number of successful take over attempts.

Bloodline
While the alien being has taken control, the Character has a natural bloodline of Psychic making all Mana spells they cast deal psychic damage, the Character becomes immune to mind-affecting effects, and they have a +2 resistance to psychic damage.

Bonuses
While the alien being is in control the character gains a +2 to Sanity and a +5 to Purity and has te ability to detect natural or magical sources of psychic including thoughts and creatures with minds, psychic energy, and their elementals as per the effects of Detect Mana [Psychic].

Spell Like Abilities
While the alien being is in control the Character then any spells with a DC of 25 or lower that is cast at the Character are reflected away in a random direction as per the effects of the spell Reflect.

Wendigo [1 CT]

When the character is possessed by a Wendigo their skin becomes pallid and gaunt, their eyes become sunken, their mouth becomes distended with fang-like teeth, and long claws grow from their fingernails. Though it appears to be emaciated, the Wendigo possessed character has inhuman resiliency and an unnaturally cold aura. While the Wendigo is in control, the character has an insatiable appetite for the flesh of any creature that is of the same race as the possessed character.

Trigger
The Wendigo attempts to take control of the body whenever the Character eats any food and has a Possession DC of 23 + Number of Possession Attempts against the Character’s Sanity Save. If successful, the character maintains control. If a failure, the Wendigo takes control over the Character’s body for one hour per the number of successful take over attempts.

Bloodline
While the Wendigo has taken control, the Character has a natural bloodline of Cold making all Mana spells cast deal cold damage, the Character is immune to the Chilled condition, and they have a +2 resistance to heat.

Offensive Traits
The character grows Claws (1 UD) and sharp teeth that grant them Bite (2 UD) while the Wendigo has taken control.

Bonuses
While the Wendigo is in control the character gains a +2 to Constitution and a +10 to Corruption and have the Scent sense ability.

Spell Like Abilities
While the Wendigo is in control of the Character then up to 10 feet surrounding the Character becomes cold and freezing and may begin to snow as per the effects of the spell Alter Weather.

Lycanthropy

All lycanthropes have triggers that activate depending on certain circumstances. While transformed the Character may gain physical, offensive, and defensive traits they normally would not as well as special abilities. If the lycanthrope is not triggered then the Character appears as they normally would if they did not have the lycanthropy.

Werewolf [1 CT]

When the Character becomes a werewolf lycanthrope then they transform into bipedal wolves when they are triggered. They gain the offensive, defensive, and physical traits of a wolf and become aggressive but maintain their original size category. They retain their memories and personality but their speech becomes harsh, growling, and has a strong bark behind it.

Trigger
The Character automatically transforms into a werewolf whenever any of the planet’s moons are in its Full Moon phase and is visible to the Character regardless of time of day.

Physical Traits
The Character becomes a bipedal wolf and grows a Balancing Tail (+5 Acrobatics & Athletics [All]).

Offensive Traits
The Character grows Claws (1 UD) and sharp teeth that grant them Bite (2 UD) while transformed.

Defensive Traits
The Character’s body becomes covered in Fur (+2 versus Cold) and they are able to Sweat (+2 versus Heat).

Senses
The Character’s eyes have Low Light Vision and their smelling has the Scent ability.

Werebat [1 CT]

When the Character becomes a werebat lycanthrope then they transform into bipedal bats when they are triggered. They gain the offensive, defensive, and physical traits of a bat and become aggressive but maintain their original size category. They retain their memories and personality but their speech becomes squeaky.

Trigger
The Character automatically transforms into a werebat whenever any of the planet’s moons are in its New Moon phase and is visible to the Character regardless of time of day.

Physical Traits
The Character becomes a bipedal bat and Wings granting them a Flight Speed.

Offensive Traits
The Character grows Claws (1 UD) and sharp teeth that grant them Bite (2 UD) while transformed.

Defensive Traits
The Character’s body is able to Sweat (+2 versus Heat).

Senses
The Character’s eyes have Dark Vision and their hearing has the Echo Location ability.

Werebear [1 CT]

When the Character becomes a werebear lycanthrope then they transform into bipedal grizzly bears when they are triggered. They gain the offensive, defensive, and physical traits of a grizzly bear and become aggressive but maintain their original size category. They retain their memories and personality but their speech becomes hoarse and have a roar behind it.

Trigger
The Character automatically transforms into a werebear at the planet’s Midnight hour of the time zone they are in and remains transformed until day break.

Physical Traits
The Character becomes a bipedal grizzly bear.

Offensive Traits
The Character grows Claws (1 UD) and sharp teeth that grant them Bite (2 UD) while transformed.

Defensive Traits
The Character’s body becomes covered in Hair (+2 versus Cold) is able to Sweat (+2 versus Heat) and they gains thick layer of fat that acts as Hide (+2 to Physical Reduction).

Senses
The Character’s eyes have Low Light Vision and their smelling has the Scent ability.

Wereape [1 CT]

When the Character becomes a wereape lycanthrope then they transform into bipedal ape when they are triggered. They gain the offensive, defensive, and physical traits of an ape and become aggressive but maintain their original size category. They retain their memories and personality but their speech becomes hoarse and have a roar behind it.

Trigger
The Character automatically transforms into a wereape whenever any of the planet’s moons are in a Lunar Eclipse and is visible to the Character regardless of time of day.

Physical Traits
The Character becomes a bipedal ape.

Offensive Traits
The Character grows Claws (1 UD) and sharp teeth that grant them Bite (2 UD) while transformed.

Defensive Traits
The Character’s body becomes covered in Hair (+2 versus Cold) is able to Sweat (+2 versus Heat).

Senses
The Character’s eyes have Low Light Vision and their smelling has the Scent ability.

Vampirism

All vampires have been infected by another vampire by being bitten by them. Once infected they become permanently altered with different vampires having different abilities and quirks depending on the type of vampire that they have become. Each vampire has the Vampiric Bite ability and the Infectious Bite ability that is capable of infecting other non-vampires.

Dracule Vampirism [1 CT]

Dracule Vampirism is a Draconic based Vampirism. So long a Dracule Vampire consumes blood once a day, they gain the Adult Age category of their race. Failure to consume blood results in them aging to their true age maxing out at Elderly. If a Dracule Vampire has not consumed blood for the day, they are fatigued while in sunlight. Once a day, a Dracule Vampire can transform into a Werebat gaining the Werebat template so long they have consumed blood for the day and remain in this form for one hour. However, doing so depletes their reserve of blood and more blood must be consumed to not gain any negative effects once returning to their true form.

Bloodline
The Character has a natural bloodline of Fire making all Mana spells they cast deal fire damage, the Character is healed by fire damage instead of damaged, and have a +2 resistance to cold damage.

Offensive Traits
The Character grows a pair sharp teeth that grant them Vampiric Bite (2 UD) which any damage dealt to the target’s HP with this attack the Vampire gains an equal amount to their own HP.

Special Abilities
The Character has the Infectious Bite ability and can only be used if they have a reserve of blood. The Character can make a Bite attack against a creature that has blood. If successful, the target must make a DC 25 Constitution Save. If they succeed, they are immune to this ability for 24 hours. If they fail, they become infected with Dracule Vampirism.

Senses
The Character’s eyes have Low Light Vision.

Nosfera Vampirism [1 CT]

Nosfera Vampirism is an Undead based Vampirism and must consume blood to remain strong. They are nocturnal and can only consume the blood of sleeping creatures. Nosfera Vampires age normally but cannot consume regular food or water and can only drink blood. They must be invited into buildings that do not belong to them and have no reflections. When in the presence of garlic then they become Fatigued. So long they have consumed blood for the night, they are constantly considered under Stealth and are considered hidden as soon as they are out of sight as they make no noise while moving.

Bloodline
The Character has a natural bloodline of Death making all Mana spells cast deal death damage and the Character is immune to the Decayed condition and are immune to diseases.

Physical Traits
The Character gains the Undead template causing them to have no Constitution and receive Mindless as a defensive trait and are immune to physical poisons.

Offensive Traits
The Character grows a pair sharp teeth that grant them Vampiric Bite (2 UD) which any damage dealt to the target’s HP with this attack the Vampire gains an equal amount to their own HP.

Defensive Traits
The Character is considered Mindless making them immune to mind-affecting effects and psychic damage and effects.

Special Abilities
The Character has the Infectious Bite ability and can only be used if they have a reserve of blood. The Character can make a Bite attack against a creature that has blood. If successful, the target must make a DC 25 Constitution Save. If they succeed, they are immune to this ability for 24 hours. If they fail, they become infected with Nosfera Vampirism.

Senses
The Character’s eyes have Dark Vision and their smelling has the Scent ability.

Lesta Vampirism [1 CT]

Lesta Vampires must consume blood to remain strong. They are are nocturnal and take 1d4 Constitution damage while in sunlight every round or 5 seconds. If a Lesta Vampire does not consume blood within 24 hours, they become Fatigued and after a week of no blood they become Exhausted.

Bloodline
The Character has a natural bloodline of Hematurgy making all spells they cast use their HP instead of MP and all Mana spells they cast uses their blood.

Physical Traits
The Character is Ageless meaning they cannot die from old age and remain the age category they were when they contracted the Lesta Vampirism curse including the positives and negatives regardless of their actual age.

Offensive Traits
The Character grows a pair sharp teeth that grant them Vampiric Bite (2 UD) which any damage dealt to the target’s HP with this attack the Vampire gains an equal amount to their own HP.

Defensive Traits
The Character is considered Vulnerable to all Light damage.

Special Abilities
The Character has the Infectious Bite ability and can only be used if they have a reserve of blood. The Character can make a Bite attack against a creature that has blood. If successful, the target must make a DC 25 Constitution Save. If they succeed, they are immune to this ability for 24 hours. If they fail, they become infected with Lesta Vampirism.

Senses
The Character’s eyes have Dark Vision.

Cubus Vampirism [1 CT]

The Cubus Vampire is blind except to the sight of magical sources, energies, and qi making them only able to see creatures that have Mana Pools. In order to survive they must consume the Mana from life forms instead of their blood. The Cubus Vampire does not require sleep and can hover 1 foot off the ground. Each day a Cubus Vampire consumes Mana, their age category decreases by one maxing out at Child. Failure to consume Mana results in them aging by one age category each day until reaching Elderly in which case they will die once surpassing the Elderly age category from starvation.

Bloodline
The Character has a natural bloodline of Null making all Mana spells cast deal damage to the target’s MP instead of HP and the caster has a +2 bonus to Spell Resistance.

Offensive Traits
The Character grows a pair sharp teeth that grant them Mana Vampiric Bite (2 UD) which any damage dealt to the target is done to the target’s Mana Pool. The Cubus Vampire gains mana to their Mana Pool equal to yny damage dealt to the target’s Mana Pool using this attack.

Special Abilities
The Character has the Infectious Bite ability and can only be used if they have a reserve of mana. The Character can make a Bite attack against a creature that has mana. If successful, the target must make a DC 25 Constitution Save. If they succeed, they are immune to this ability for 24 hours. If they fail, they become infected with Cubus Vampirism.

Senses
The Character is considered Blind and instead only have Mana Vision which allows them to only see magical auras and sources and creatures and targets that have a Mana Pool.

Mutations

Mutations provide Character’s with natural biological alterations to their bodies that they are either due to genetic mutations, lab experiments, or exposure to magical or radioactive sources of unknown origin. Mutations cannot be taken if they conflict with already existing traits that the Verse Master does not approve of. Taking additional traits that the Character already has only causes the character to have an additional copy of that trait such as taking Balancing Tail more than once or in addition to their race already having one.

Physical Mutations [1 CT Each]

Balancing Tail
This grants the Character a tail for balancing and a +5 to Acrobatics and Athletics (All).

Winged
This grants the Character a set of wings that can be used to fly giving them a base Fly Speed.

Fins
This grants the Character a set of fins that can be used to swim giving them a base Swim Speed.

Digging Appendages
This grants the Character appendages that can be used to burrow giving them a base Burrow Speed.

Patagium
This grants the Eidolon skin flaps that can be used to glide a short distance making them immune to fall damage when jumping.

Extra Head
This grants the Character an additional head capable of having its own sentience.

Sticky
This grants the Character sticky body parts that can be used to grapple or to climb on any solid surface.

Defensive Mutations [1 CT Each]

Artificial
This grants the Character mechanical or artificial body parts giving them a +5 bonus to their Physical Resistance (PR).

Aura
This grants the Character a +2 bonus to their Spell Resistance (SR).

Mana Body
This grants the Character an affinity body as per the spell Mana Body to make their entire body or parts of their body made of fire, water, air, earth, electricity, acid, cold, psychic, ethereal, divine, light, shadow, life, death, time, gravity, or null.

Exoskeleton
This grants the Character a skeleton that covers their body and a +4 bonus to their Physical Resistance (PR).

Feathered
This grants the Character feathers to cover their body and a +2 bonus against cold.

Fur
This grants the Character fur that covers their body and a +2 bonus against cold.

Gelatinous
This grants the Character a gelatinous body making them able to fit in spaces that are 2 size categories smaller than them and makes them incapable of being flanked or flat-footed.

Hairy
This grants the Character hair that covers their body and a +2 bonus against cold.

Hide
This grants the Character a thick layer of skin and a +2 bonus to their Physical Resistance (PR).

Mindless
This grants the Character an in-organic or living mind making them immune to mind-affecting effects.

Poisonous
This grants the Character skin that is poisonous on contact. The Poison DC is equal to the 10 + Character’s Level and poisons the target for a number of rounds equal to their level dealing 2UD.

Scales
This grants the Character scales that cover their body and a +2 bonus to their Physical Resistance (PR).

Shelled
This grants the Character a shell that covers a part of their body and a +3 bonus to their Physical Resistance (PR).

Sweat
This grants the Character the ability to sweat and a +2 bonus to hot environments.

Translucent
This grants the Character skin that is transparent and a +5 bonus to Stealth and concealment in dark light settings and a +2 bonus to Dodges.

Offensive Mutations [1 CT Each]

Bloodline
This grants the Character a natural bloodline giving the constant effects of the spell Mana Bloodline and can be picked from the affinities: fire, water, air, earth, electricity, acid, cold, psychic, ethereal, divine, light, shadow, life, death, time, gravity, or null.

Punch
This grants the Character a an extra fist or arm that deals 1UD bludgeoning damage.

Claw
This grants the Character claws that can deal 1UD slashing damage.

Pincer
This grants the Character a pincer that can deal 1UD piercing damage as well as be used to grapple.

Stinger
This grants the Character a stinger that can deal 2UD piercing damage.

Bite
This grants the Character sharp teeth that can deal 2UD piercing damage as well as be used to grapple.

Venomous
This grants the Character’s piercing offensive traits poison. The Poison DC is equal to 10 + the Character’s Level and last a number of rounds equal to the character’s level and deals 2UD.

Gorge
This grants the Character tusks that can deal 2UD piercing damage.

Peck
This grants the Character a beak that can deal 1UD bludgeoning damage.

Jab
This grants the Character a barb, horns, or spike that can deal 2UD piercing damage.

Ram
This grants the Character a rounded horn or flat head that can deal 2UD bludgeoning damage.

Slam
This grants the Character a wide body, head, or appendage that can deal 2UD bludgeoning damage.

Tongue
This grants the Character an extendable tongue that can deal 1UD bludgeoning damage and be used to grapple.

Swallow
This grants the Character an extendable jaw that can deal 2UD bludgeoning damage as well as grapple.

Trample
This grants the Character hooves or large feet that can deal 2UD bludgeoning damage.

Spore
This grants the Character spores that can be used to poison targets from a far. The Poison DC DC is equal to 10 + the Character’s Level and last a number of rounds equal to the character’s level and deals 2UD. The range they can poison up to is equal to their Base Speed.

Roll
This grants the Character the ability to curl into a ball and roll into targets dealing 2UD bludgeoning damage.

Constrict
This grants the Character the ability to wrap its body or parts of their body around a target and deal 1UD bludgeoning damage and can be used to grapple.

Flexible Tail
This grants the Character a flexible tail that can be used to Slam and grapple targets as well as hold items.

Tentacles
This grants the Character a tentacle that can be used to Slam and grapple targets as well as hold items.

Senses Mutations [1 CT Each]

Minor Vision
The Character has a field of view that is only a 10 foot wide cone and the distance is only 20 feet.

Lesser Vision
The Character has a field of view that is only a 15 foot wide cone with a distance of 25 feet.

Medium Vision
The Character has a field of view that is a 20 foot wide cone with a distance of 30 feet.

Greater Vision
The Character has a field of view that is a 30 foot cone with a distance of 40 feet.

Major Vision
The Character has a field of view that is a 40 foot cone with a distance of 50 feet.

Blind
The Character has no vision at all but instead they increase the sensitivity of one other chosen sense by ten.

Blind Sense
The Character can sense targets within 10 feet when they are considered Blind. This distance stacks if taken more than once.

Low Light Vision
The Character can see up to their maximum visual range in low light settings.

Dark Vision
The Character can see up to their maximum visual range in dark light settings.

Ultra Vision
The Character can see into the Ultra-Violet light spectrum.

Thermal Vision 
The Character can not see colors and instead only heat granting them a infrared vision that is blind to cold.

Mana Vision
The Character can constantly see magical auras, sources of magic, and targets that have Mana Pools.

Minor Hearing
The Character has the lowest level of sound can only hear loud sounds from 5 feet away, regular sounds from 20 feet away, and loud sounds from 50 feet away and only hear in Sonic.

Lesser Hearing
The Character can only hear low sounds from 10 feet away, regular sounds from 25 feet away, and loud sounds from 55 feet away and only hear in Sonic.

Medium Hearing
The Character can hear low sounds from 15 feet away, regular sounds from 30 feet away, and loud sounds from 60 feet away and only hear in Sonic.

Greater Hearing
The Character can hear low sounds from 20 feet away, regular sounds from 35 feet away, and loud sounds from 65 feet away and can hear in Sonic and Ultrasonic.

Major Hearing
The Character can hearing can hear lows sounds from 25 feet away, regular sounds from 40 feet away, and loud sounds from 70 feet away and can hear in Infrasonic, Sonic, and Ultrasonic.

Deaf
The Character is unable to hear any sound and provides a plus ten to any one other chosen sense.

Echo Location
The Character is able to “see” using sound and their visual distance is replaced by their hearing distances.

Minor Smelling
The Character can only detect weak odors from 5 feet away, medium odors from 20 feet away, and strong odors from 50 feet away.

Lesser Smelling
The Character only detect weak odors from 10 feet away, medium odors from 25 feet away, and strong odors from 55 feet away.

Medium Smelling
The Character can smell weak odors from 15 feet away, medium odors from 30 feet away, and strong odors from 60 feet away.

Greater Smelling
The Character can detect weak odors from 20 feet away, medium odors from 35 feet away, and strong odors from 65 feet away.

Major Smelling
The Character can detect weak odors from 25 feet away, medium odors from 40 feet away, and strong odors from 70 feet away.

Scentless
The Character is unable to detect any odors and provides a plus ten to any one other chosen sense.

Scent
The Character is able to “see” by detecting odors and their visual distance is replaced by their smelling distances.

Antenna
This grants the Character special feeling senses that pick up the environment around them be either smelling, feeling, or detecting air movements and this provides a type of 360 smelling range via scent that allows them to continually be spatially aware making them unable to be flanked. They also have a +10 to their Perception (Smell) and +10 to their Insight for noticing unusual spaces or environments, making them able to respond faster than other creatures to environmental changes.

Many Eyed 
This grants the Character multiple eyes that give them 360 viewing range allowing them to have a visual range that is circular around them and a field of view that extends in all directions from them and not just in front of them. This also makes them unable to be flanked (unless they are made blind) and have a +10 to their Perception (Visual).

Slit Eyes 
This grants the Character special slits in their eyes that increases their field of view by five feet.

Mental States

Manic [1 CT]

A Character that is manic becomes completely obsessed with a chosen random person, place, or thing. Whenever in the presence of the obsession, the character becomes Distracted by them regardless of what is happening around them. When not around their obsession, they become obsessed with finding it even if it means putting themselves or others in danger.

Phobic [1 CT]

A Character that is phobic becomes completely terrified with a chosen random person, place, or thing. Whenever in the presence of the obsession, the character becomes Shaken by them regardless of what is happening around them. If they must interact further than being near or around the fear, they become frightened and will attempt to flee from its presence even if it means putting themselves or others in danger.

Paranoid [1 CT]

A Character that is paranoid are constantly Shaken regardless of their environment. They are obsessed with either stopping an unknown fear or saving an unknown thing. The character feels as if they are constantly in danger and therefore are constantly on guard. They automatically distrust new comers and believe they are actively working against them and begin to distrust those they already know making them antisocial and withdrawn.

Schizophrenia [1 CT]

A character that is schizophrenic has lost their grasp on what is true and false. The character begins to have hallucinations and therefore may see or hear things that are not actually there. During combat, the character may see enemies that are not present and therefore attack targets that do not exist. They may also see things and chase things that are not present leading them off correct paths. Hearing things not present may convince them of conversations that were never spoken or give them false information. The character is considered Distracted while having a hallucination. This also makes the character constantly paranoid about the reality around them and therefore constantly Shaken.

Psychotic [1 CT]

A Character that is psychotic has lost all grasps on reality and views all others as hostile. They are constantly Shaken with paranoia and Distracted by hallucinations and obsessed with ending anything that is out to get them. Reality may not look the same to a psychotic character and creatures, objects, and locations will be distorted in a constant hallucination. Their friends and family will also no longer appear to be themselves and conversations had with others will be distorted, nonsensical, and even hostile to them making them prone to attack even innocent creatures or characters.

Amnesic [1 CT]

A Character with amnesia has forgotten all of their memories including friends, family, enemies, and locations. As a result, they will no longer actively remember their feats and spells but still have them. When attempting to use a spell, a spell is chosen at random from their spell list. All current quests, goals, and purpose are entirely forgotten as the character becomes unmotivated and entirely introverted.

Dissociative Identity Disorder [1 CT]

A Character with Dissociative Identity Disorder (DID) has 1d10 +1 alternative personalities that inhabit the mind of a single body. Each alternative identity has their own personality, skills, knowledge, spells, feats, careers, and traits. Multiple Character Sheets may be used for each Alter with their own names, Spells, Feats, Skills, and Careers. However, all Alters must use the same inventory, gear, Senses, HP, MP, Dodge, Resistances, Reductions, status effects, actual age, physical sex, and Ability Scores. All Physical, Offensive, and Defensive Traits are also the same regardless of the Alter’s gender identity, orientations, and relative age choice. The Player chooses whether amnesia exists between the Alters or not and when and if the Alters switch or are co-fronting. During high stress and combat there is a 10% chance the Character will dissociate causing them to become Distracted and Flat Footed for 1 round.