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 is the condition that the creature has a tail used only to maintain balance with and have a +5 bonus to Acrobatics and Athletics (All).
Bipedal is the condition that the creature walks on two upright legs.
Dual Lunged is the condition that the creature has lungs adapted to water breathing and air breathing.
Expandable Stomach is the condition that the creature has a stomach and throat that can expand to swallow whole targets that are one size category or smaller than them and grants the Consume combat maneuver.
Fins is the condition that the creature has fins to swim with making their Base Speed act as a Swim Speed instead.
Gilled is the condition that the creature has gills to breathe underwater with and cannot breathe air.
Limbless is the condition that the creature has no arms or legs.
Many-Armed is the condition that the creature has more than two arms that grants them extra limbs to grapple, hold items with, and attack with.
Multiple-Heads is the condition that the creature has more than one head granting them more than one personality.
Numerous Legs is the condition that the creature has multiple small that are used to crawl with making them immune to difficult terrain effects.
Patagium is the condition that the creature has skin flaps between their arms and legs that allow them to glide a short distance making them immune to fall damage.
Prehensile Appendage is the condition that the creature has non-traditional appendages that can be controlled and grants the Constrict offensive trait or Slam offensive trait and can be used as extra limbs to grapple, hold items with, and attack with. This can include hair, trunks, vines, ears, or other extended limbs or body parts.
Prehensile Tail is the condition that the creature has one or more tails that grant them the Slam offensive trait and can be used as extra limbs to grapple, hold items with, and attack with.
Prehensile Tongue is the condition that the creature has long and extendable tongue that grants the Tongue offensive trait and can be used as an extra limb to grapple, hold items with, and attack with.
Self Replicating is the condition that a creature can split to create an identical creature whenever they are hit with a slashing attack. Each division of the creature is one size category smaller than the previous and dies after the smallest size category. Each new portion splits the HP and MP evenly, rounding down to the nearest whole number.
Sticky is the condition that the creature has body parts that stick onto targets allowing it to grapple targets including weapons used to attack it or to be able to walk or climb on all solid surfaces.
Tentacles is the condition that the creature has tentacles that grant them the Constrict offensive trait and can be used as extra limbs to grapple, hold items with, and attack with.
Winged is the condition that the creature has a pair of wings to fly with granting them a Fly Speed.
Defensive Mutations [1 CT Each]
Affinity Body is the condition that the creature’s body is affinity based or resemble aspects found more in nature rather than in living organisms and as a result gain an immunity against the affinity type effects and all additional effects as per the spell Mana Body. The affinities possible include fire, water, air, earth, acid, electricity, shadow, light, psychic, ethereal, null, cold, divine, life, death, qi, time, or gravity.
Artificial is the condition that the creature is man-made in some form and has mechanical parts, granting them a +5 bonus to Physical Reduction.
Aura is the condition that the creature has a magical aura that grants them a +2 bonus to Spell Reduction.
Blubber is the condition that sea creatures have a thick layer of fat that grants them a +2 bonus against Cold environments and a +2 bonus to Physical Reduction.
Exoskeleton is the condition that the creature’s skeleton covers their outer body granting them a +4 bonus to Physical Reduction.
Feathered is the condition that the creature is covered in feathers granting them a +2 bonus against cold environments.
Fur is the condition that the creature is covered in fur granting them a +2 bonus against cold environments.
Gelatinous is the condition that the creature has no bones making them immune to physical damage and grants them the Consume combat maneuver.
Hairy is the condition that the creature is covered in hair all over their body granting them a +2 bonus against cold environments.
Hide is the condition that the creature has a thick hide granting them a +2 bonus to Physical Reduction.
Mindless is the condition that the creature does not have an organic or living mind and as a result is immune to mind-affecting effects and psychic damage and effects.
Photosynthesis is the condition that the creature gains sustenance from sunlight but must still drink water.
Poisonous is the condition that the creature’s skin is poisonous.
Scales is the condition that the creature is covered in scales granting them a +2 bonus to Physical Reduction.
Shelled is the condition that the creature has hard shell on their body granting them a +3 bonus to Physical Reduction.
Slippery is the condition that the creature has very smooth or wet skin or parts of their body granting them a +2 to CMD.
Squishy is the condition that the creature has an extremely soft or jelly-like skin that provides a -2 to Physical Reduction and a +2 to Physical Dodge.
Sweat is the condition that the creature sweats granting them a +2 bonus against hot environments.
Translucent gives the creature skin that is see-through or clear granting them a +5 bonus to Stealth and the concealment condition while in dark lighting as well as a +2 bonus to Physical and Spell Dodge.
Offensive Mutations [1 CT Each]
Bite is the condition that gives the creature sharp teeth to bite with.
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.
Breath is the condition that gives the creature a breath attack of some form or the ability to eject liquids or magic from its body. This also depends on their bloodline.
Claw is the condition that gives the creature sharp claws either on their hands or feet or other slashing appendages.
Constrict is the condition that the creature can wrap its body around other creatures and squeeze or grapple it using its body.
Flexible Tail
This grants the Character a flexible tail that can be used to Slam and grapple targets as well as hold items.
Gorge is the condition that gives the creature tusks on its face.
Jab is the condition that gives the creature antlers or horns on its head or tail or is barbed.
Kick is the condition that the creature has strong, long legs to kick with.
Peck is the condition that gives the creature a beak or bill for a mouth.
Pincer is the condition that gives the creature a pincer on its arms.
Punch is the condition that the creature has a pair of fists that can be used to punch with.
Ram is the condition that gives the creature a flat, hard area on its head to ram with.
Ranged Grapple gives the condition of an extendable limb such as a tongue to grab or attack with.
Roll is the condition that the creature can curl into a ball and roll into enemies.
Slam is the condition that the creature has a large body that they are able to slam with.
Spell-Like Ability is the condition that the creature has certain abilities that resemble spells that they can cast naturally.
Spore is the condition that the creature is able to give off spores that attach themselves to targets.
Stinger is the condition that gives the creature a stinger as or on its tail.
Trample is the condition that gives the creature hooves or large feet to run over Prone targets with.
Venomous is the condition that makes the creature have a piercing attack that provides the Poisoned condition to targets.
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.