The following is a sample list of traits that can be used when designing creatures.

If a trait has an “X” and/or “Y” listed, these are variables and the cost will change.

WORK IN PROGRESS

Trait Description Cost
Ablative/Improvised Armor Reduce <ER> each time this creature is hit. 0
Advantage Duplicate the effects of any player Advantage 10
Aggressive Non-shift movement actions take one less phase than normal. 20
Antimagic Zone <SA> flips are (flip-1) within 2 spaces. 10
Armor Piercing Ignore both the bonus to <PD> and <ER> granted by armor. 20
Aura: Despair The very presence of this creature drains the hope from those around it. All enemies within 3 spaces suffer a (flip-1) on Discipline checks. 10
Aura: Stench Enemy <PA> flips suffer (flip-1) while within 2 spaces. 10
Berserk Rage When pushed to the brink, this creature enters a frenzy, becoming a whirlwind of destruction. When this creature’s STUN is reduced to half or less, it gains a (flip+2) bonus to <PA> and <PX> until the end of the encounter, but suffers a (flip-1) penalty to <PD> and <ID>. 20
Blindsight X

Within a radius of X x 10 spaces, this creature is not affected by darkness, can detect invisible creatures and objects, and isn’t affected by illusionary sights. A naturally blind creature with blindsight is blind beyond this radius and does not pay trait points for this ability.

X x 10
Blood Frenzy The creature’s <PA> attacks have (flip+1) against wounded targets. 10
Burrowing You can burrow underground at normal speeds. If this is in addition to normal movement, you must pay the trait point cost. If this movement entirely replaces normal movement, there is no cost. 20
Charger This creature’s <PA> attacks have (flip+1) on attacks made as part of a charge action. 10
Climb You can climb on most surfaces at normal speeds. If this is in addition to normal movement, you must pay the trait point cost. If this movement entirely replaces normal movement, there is no cost. 20
Combat Value Increase Increase any Combat Value by 1. 10
Corrosive Body X/Y Any creature that touches/melee attack takes X STUN and Y flips. (X/5) x 10 + (Y/2) x 10
Crit: Major Condition The creature’s attacks gain Crit: <Major Condition> X X x 20
Crit: Minor Condition The creature’s attacks gain Crit: <Minor Condition> X X x 10
Damaging Aura X/Y Creatures take X STUN and Y flips when entered adjacent space. (X/5) x 10 + (Y/2) x 10
Darkvision See in dark (but not pitch black) conditions as if it were daylight. 20
Deadly Teamwork X Gain +X damage when attacking someone engaged with an ally. X x 20
Deflect X +X <PD> against ranged attacks from foes you are aware of. X x 10
Doesn’t Breathe The creature doesn’t need to breathe. 5
Doesn’t Eat or Drink The creature doesn’t need to eat or drink. 5
Elemental Affinity This creature has a strong affinity with a particular element (e.g., Fire, Water, Air). It gains a (shift+1) to all attacks and defenses related to that element and has +5 <IR> and <ER> against damage of that type. 10
Environmental Adaption This creature is adapted to a specific environment and gains a bonus when fighting in that terrain. Gain a (flip+1) to <PD> and <ID> checks when fighting in a specific type of terrain, such as forests, deserts, or underground. 10
Escape: X When you are reduced to 0 STUN, turn into X and flee. 40
Explosive X/Y When you are reduced to 0 STUN, explode for X damage and flip Y to adjacent spaces. (X/10) x 10 + (Y/2) x 10
Extra Set of Eyes While within 10 spaces of it’s master, this Companion provides a (flip+1) to Notice [SP] checks. 20
Fast Attacks Subtract 1 from the time it takes for Attack-related actions 20
Flight You can fly 20
Grappler (flip+X) to initiate and keep a grapple. 10
Hover You can hover/levitate. 20
Immortal You cannot die except to a certain damage or attack type 80
Immunity (Damage Type) Immunity to a specific damage type (fire, acid, etc.) 10
Impenetrable Resistant to all non-magical damage. 40
Incorporeal Pass through solid matter, immune to non-magical attacks. 70
Indominable Immune to mind-control or fear effects 10
Invisible   40
Lifedrinker This creature’s attacks drain the life force of its enemies, healing it in the process. This creature heals 5 STUN each time it deals LETHAL damage to a target. 30
Martial Advantage X Gain a (flip+X) to attacks against someone that a friendly creature threatens. X x 10
Monstrous At the start of an encounter, enemies need to make a Hard Discipline check against you. Failure results in the Staggered condition. 30
Multiattack X Make multiple attacks using Attack action. X x 30
Pack Leader This creature inspires others of its kind to fight with greater ferocity. Allies of the same type within 3 spaces gain a (flip+1) bonus on <PA> checks. 30
Pack Tactics If you hit with a melee attack, +X STUN damage per friendly creature adjacent to target X x 10
Parry X +X PD against melee attacks from foes you are aware of. X x 10
Phasing X This creature can temporarily shift its form to phase through solid objects. Once per encounter per X, this creature can move through solid objects (up to 5 spaces thick) as if they weren’t there. This ability takes 5 phases. X x 10
Pull On a successful hit, pull the target up to X squares directly towards you. The target must be your size or smaller. X x 5
Push On a successful hit, push the target up to X squares directly away from you. The target must be your size or smaller. X x 5
Reckless When attacking, gain a (flip+X) bonus to <PA>. You take a (flip-X) to <PD> penalty that lasts until the start of your next activation. X x 10
Redirect Deflect and redirect to target within 3 spaces. 40
Regeneration X/Y Regen X STUN, Y LETHAL on the zeros (X/5) x 10 + Y x 10
Relentless Drop to zero STUN, recover 1 immediately. 10
Resilient Spirit This creature has an exceptionally strong will, making it harder to affect with mind-altering effects. Immune to the first mind-affecting condition inflicted each encounter. 20
Savage Bite This creature’s bite is particularly vicious. When it hits with a Physical Attack <PA>, it inflicts Bleeding as a minor condition in addition to regular damage. 20
Shadowstep This creature can step between shadows, allowing it to teleport short distances. As a Move action, this creature can teleport up to 3 spaces to a location in dim light or darkness. 20
Shifty Shift Position for 2 actions instead of 3. 20
Siphon Spirit Every successful attack grants 5 STUN 20
Skilled Gain 5 extra skill points per rank. X x 5
Specialist Gain one skill level and a specialization in that skill 10
Spellcaster X Gain 3+X mana, mana recovery 1, and 3+X Spells X x 10
Spellcaster Recovery X Gain mana recovery +X X x 10
Split When you lose half STUN, split in two. 40

Sure-Footed

Can Shift Position into difficult terrain. 10

Swim

 

You can swim at normal speeds. If this is in addition to normal movement, you must pay the trait point cost. If this movement entirely replaces normal movement, there is no cost. 10
Telepathy X Allows a creature to communicate with a target creature within a specified range (X x 10). The target doesn’t need to share a language to understand, but it must understand at least one language. X x 10
Terrifying Presence This creature’s very presence instills fear in those around it. Enemies within 5 spaces must make a Discipline check (DTN 12+) at the start of each of their activations. On a failure, they suffer a (shift-1) to all attacks and skill flips until the end of their activation. 30
Tough as Nails X +5 STUN per X X x 10
Twitchy You are never flat-footed in combat. 20
Unyielding This creature refuses to fall until utterly destroyed. The first time this creature’s STUN is reduced to zero, it remains at 1 STUN instead. This can only trigger once per encounter. 30
Vengeful Spirit This creature returns with a vengeance after being defeated. When this creature is reduced to zero STUN, it can immediately make a final attack with a (flip+2) bonus before being defeated. 40
Venomous You do +1 LETHAL when you critically hit with an attack unless the target is immune to poison. 10
War Cry This creature can unleash a fearsome cry that demoralizes its enemies. As an Interact with Environment action, this creature can force all enemies within 5 spaces to make a Discipline check (DTN 12+). On a failure, they suffer a (flip-1) penalty on their next attack. 10
Artillery – Special Shot – Hindering Half STUN damage to cause Slowed 20
Artillery – Special Shot – Cursed Bullet Half STUN damage to cause Burning 20
Artillery – Split Shot Can split up <PA> to make multiple attacks 20
Artillery – Steady Footed Moves one less space than normal when forced 20
Controller – Crippling Strike Half the STUN damage you do to set opponent SPD to 0. 20
Controller – Distraction Half the STUN damage to grant (flip+1) to other attacks. 20
Controller – Knockback Half the STUN damage to push the target back 1-3 spaces. 20
Controller – Sidestep Half the STUN damage to move yourself and target 1 space. 20
Defender – Focus on Me Attack and mark target. (flip-1) if they don’t attack you. 20
Defender – Get Behind Me Adjacent allies have improved cover. 20
Defender – Got Your Back Redirect attack onto yourself. 20

Defender – Retribution

Whenever an enemy within Aura X makes an attack that doesn’t target this creature, this creature makes a free attack against them. 20 + X x 10
Defender – Sticky You can’t Shift Position away from this creature. 20
Lurker – Backstab Extra damage flip when attacking engaged defender. 20
Lurker – Exploit Weakness This creature is adept at finding and exploiting the weaknesses of its foes. When attacking a creature that is suffering from a major condition (e.g., Stunned, Dazed), this creature gains a (flip+1) to its attack. 20
Lurker – Magical Camouflage Immune to Notice [SP] checks. 40
Lurker – Cunning Movements No opportunity attacks for moving. 20
Lurker – Guerilla Attacking from hidden doesn’t reveal location. 40
Scout – Explorer No movement penalties for difficult terrain. 30
Scout – Hard to Hit (flip+1) to melee PD unless engaged by 2 attackers. 20
Scout – Light-Footed Move 1 space when someone moves adjcent to you, ignoring opportunity attacks. 40
Scout – Quick Reflexes This creature can react quickly to threats, dodging attacks more effectively. Gain a (flip+1) bonus on all Defense flips against Opportunity Attacks. 10
Scout – Warn the Others Any enemy you can see is visible to your allies. 40
Sniper – Shooter’s Dodge Gain (flip+1) defense against Opportunity Attacks 10
Sniper – Concealed Position If a ranged attack misses, stays hidden 10
Sniper – Hold Still (flip+1) on someone who didn’t move as their last action. 20
Sniper – Pinpoint Accuracy Ignore Cover 40
Sniper – Bracket the Target (flip+1) against target if you missed last time. 20
Sniper – Ricochet If this creature misses with an attack, re-flip against against a new target within 3 spaces of the original target. 30
Sniper – Scattershot X X STUN damage against targets adjacent to the one hit. X x 10
Striker – Blood Fury (flip+1) to PA and +1 PX when damaged. 20
Striker – Cleave Attack two adjacent targets at once. 30
Striker – Press the Attack (flip+1) against targets with half STUN or less. 10
Striker – Revenge (flip+1) to PA and +1 PX against someone who damaged you. 10
Striker – Savage Charge (flip+1) to PA and +1 PX against someone who you charged 10
Supporter – Commander Use a Interact with Environment action to order ally to attack. 20
Supporter – Ferocity Allies within 2 spaces get +1 PX. 20
Supporter – Guidance Allies within 2 spaces get PA +1 20
Supporter – Arcane Protection Allies within 2 spaces get ID+1 20
Supporter – Physical Protection Allies within 2 spaces get PD+1 20
Supporter – Rallying Cry Interact with Environment action to remove minor condition from ally. 10