High Expense Traits

Academy Student

Prerequisites: 

Cost: 10

-2 if Genius Feat

Age 14+

Cannot be taken with Soldier Trait

Description: 

Fresh out of one of the youth schools scattered across the continent or elsewhere, you are ready to make your way into history as a student at the Imperial Academy in Kyourin. 

Highest Attribute determines type.

Benefit 1:

The Strong Student - Str Talent Slot

The Quick Student - Dex Talent Slot

The Hardy Student - Con Talent Slot

The Intelligent Student - Int Talent Slot

The Wise Student - Wis Talent Slot

The Charming Student - Cha Talent Slot

Benefit 2:

Gain +1 regular character skill that you don't already have and a +1 Misc. Modifier to it.

Advocate for the Empire

Prerequisites: 

Cost 10 (cost 5 for any Member race of the Empire.) 

Ancient Palmans cannot take this trait as they are the founding race of the Imperium.

Description:

You possess strong ties to the empire, and spread flattering words regarding it, your attempting to or have succeeded at getting your species to join the empire and in doing so the benefits become clear.

Benefit:  

Bluff is now a character skill, if it was already a character skill It's maximum rank limit increases by 1.

Intimidate is now a character skill, if it was already a character skill It's maximum rank limit increases by 1.

You gain a +1 misc bonus on Bluff and Intimidate checks.

If you have the diplomacy party ability you gain a +1 misc bonus to it's checks.

Alien Origins (Strange Monument)

(Usually restricted races are eligible for Cost -5 inquire with DM)

You are in some way tied to a mysterious alien monument, but you have forgotten an important piece of your past. 

Your unusual origins mark you as somehow different from others, and you know the gaps in your memory hold the key to your past.

Benefit: 

You start play with a unique compass that doesn't point north or some other small object like a fob watch, regardless of the type of object it is riddled with indecipherable alien markings—the only object you have that you know to be tied to your home.

This item will develop unique properties overtime similar to a relic item.

Strange Monument Level 1 Bonus:

Gain 1 character skill that you didn't already have. It can be a magic skill if your starting class is magical.

You gain +1 Misc Bonus to skill checks with that skill.

Beastkin

Select one specific type of animal (such as wolves or apes).

You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race.

Cost:-4 for Animalistic Races

Cost -2 for Half animalistic race Hybrids

*Special -1 additional reduction if animal type matches race class

 Eg: Wolf-folk with wolves.

Benefit(s)

Gain Party Ability - Survival: +1 Rank & +1 Slot.

You can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.

Members of this species can always recognize the connection you have with their kind and will not attack without provocation.

Palman Contact  

A Backstory needs to exist for this trait to be taken to explain the reason the character has a contact such as this.While the contact is granted thing, the person(s) are not guaranteed to show up at every call. The more powerful the contact, the less likely they will respond to a summons. Some contacts require a d20 roll to answer 1d20+Cha. You can only summon your contact once per month. The possible contacts are as follows:

Cost 10 (7 for Diplomats and Patricians; Reduce this cost by an additional 3 if you are an Advocate of the Empire)

Tier one is default. Completing tasks for the contact can increase it's ranking.

The DM should determine the DC according to the request, and must take into account the availability of contacts (for example, finding a contact in a desert is close to impossible and the DM might disallow it). The contacts ability may in no way enable a player to circumvent adventuring.

Tier one - Weak Contact: Supplied your character with transit out of your home race's territory.

Tier two - Poor Contact: Can be called for simple requests (i.e. Obtain information not known to the common public). (DC 10)

Tier three - Common Contact: . As above but can be called for average requests (for example, a secret entrance to the castle), obtain simple aid (for example, obtain lodging for one night). Also sells normal grade Items for a slightly lesser price. (5% off) takes 15d4 days to arrive. (DC 15)

Tier four - Good Contact: As above but can be called for difficult requests that may risk the life of the informant or be aid of a more complex nature (i.e. obtaining a loan). Also sells normal grade Items for a slightly lesser price. (10% off).takes 10d6 days to arrive. (DC 20)

Tier five - Excellent Contact: Same as Good Contact, but can be called for illegal requests (Obtain information that is forbidden and may attract the interest of powerful individuals, obtain a forbidden item, request aid to assassinate, etc) Also sells normal grade Items for a slightly lesser price. (10% off), but takes 10d4 days to arrive; however, all equipment may be express ordered for an extra fee at an additional 10% of the cost(without 10% discount). Express shipped items arrive in 1d6 hours. Incoming shipments will not land into combat and will wait for 4d4 rounds, after which, the dropship will leave and funds will not be refunded. (DC 25)

Soldier

Cost 10

-2 if Squire or Sebecean

Cannot be taken with Academy student Trait

Benefit:

Gain 1 Unrestricted feat slot

Benefit 2:

Gain +1 regular character skill that you don't already have and a +1 Misc. Modifier to it.

Signature Moves 

(DM permission, item must be written into backstory at level 1.)

Cost 10 [Cost -5 for Gallifreyan. Locked to Sonic device]

You're known for some unique item that has become your trademark.

Benefit(s): Your starting equipment includes a single masterwork item worth less than 120,000 ECUs, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands or wearing the item if it is not a weapon. This trait bonus scales by +1 every 5 character levels.

This ECU limit cannot be used for enchantment. 

Just item and material costs.

Criminal

You spent your early life robbing and stealing to get by.

Cost 12 [-4 if Corsair, Rogue, Scavenger, Agent]

Disable Device, Escape artist, and Sleight of hand.

Your Rank limit with these three skills increases by +3.

Gain +1 misc modifier with these skills.

[Criminal does not make these skills character skills.]

Top of my Class

-2 if Genius Feat

-2 if Sebecean

Cannot be taken with Academy student or Soldier Traits

Cost 20

Gain the Benefits of Both Soldier Trait and Academy student Traits but without requiring two trait slots to do so.

Mentored by {char name} [After lv1]

(DM and Target player's permission)

Target must possess the Mentor Trait

Prerequisite: Age 18+.

Cost: 10

Still in your master's shadow, you aim to rise to fame as one of the student of a legendary citizen within Imperium. Your skills are naturally more keen than that of a typical academy student, but you also tend to be more specialized. Mentored characters are very rare, as few high-level Player charcters are known to take upon the job.

Gain one a feat.

Gain one Party Ability Slot and +1 Party ability point

As long as the Mentor and Student remain in communication they both receive a +1 misc. modifier to knowledge skills due to the sharing of information. Mentors can receive the bonus from multiple students.

Mentored can be taken after character creation as it is an ingame interaction between players that makes this possible.

Streetwise

Cost 12 [-4 if Plebian, Rogue, Agent, Scavenger]

Bluff, Stealth, Sleight of Hand

Your Rank limit with these three skills increases by +3.

Gain +1 misc modifier with these skills.

[Streetwise does not make these skills character skills.]

Technically Gifted

Cost: 12 [-2 if Scientist, Tech, Scavenger, Agent]

Gain the Technophile Party skill +1 Slot +2 Rank [AKA Computer Use skill]

Gain the Mechanic Party skill +1 Slot +2 Rank [AKA Repair skill]

Disable Device gains Rank limit +3 and a +1 Misc modifier.

Gene Marker 47-Q

For unknown reasons you carry Gene Marker 47-Q

This gene marker is similar to the Palman gene to encode their technology and prevent access but it was created for an entirely different purpose. It contains genetic markers for psionic and pheromonal changes. Gene marker 47-Q only shows up in Palman created creatures from the Bio-lab on Motavia. This gene marks the individual as a bio-monster or the descendant of one.

Benefits:

Can use the Speak with Animals spell-like ability on Palman bio-monsters as long as they haven't been provoked. Normally Palman bio-monsters are provoked by the use of this ability.

Be advised due to the networked nature of Ancient Palman facilities, if you provoke one facility, all other networked facilities will see you as hostile even if it is the first time you have visited it.

Cost: 10 

Ambassador's Offspring

Cost 12 (6 for Patrician or Diplomat)

Gain +1 to Diplomacy Party Ability

+ 66,000 Meseta

+1 Charisma