The skills and traits described here. Each character begins with 10 skill/trait points. The skills and traits have variable costs (some traits which are penalties have negative costs, but some of these only become available to more experienced players). Some traits can only be selected during character creation.
Skills and Traits can be "unlearned" by finding a Genetic Therapist, but this process is rather costly, and although you can recover (or lose) skill/trait points, you will also lose experience.
Usage of some skills sometimes bears a material/energy/experience cost.
Skill/Trait Name (Active/Passive, Combat/Non-Combat)
Global Level (GL): This skill or trait becomes available to you when you have reached this global level, provided your character has reached the required character level.
Character Level (CL): This skill or trait can be selected when your character reaches this level, provided that it has been previously unlocked by reaching the required global level.
Skill\Trait Pre-requisites (Pre-reqs): Skill ranks, trait, attribute, or age pre-requisites to gain this new skill or trait.
Cost: The number of skill/trait points necessary to take the skill or trait.
Description: A description of the skill or trait and its effects.
Absent-minded (Passive)
GL: 3
CL: 1
Pre-reqs: None.
Cost: -1 per rank. Max 5 ranks.
Sometimes it's hard to keep track of what you were do... hey, what's that going on over there? You find 5% less scrap from encounters.
Addictive Personality (Passive)
GL: 30
CL: 0
Pre-reqs: None.
Cost: 0
When you find something that's good, you just can't quit it. But if it's good, why quit? You gain 1 more Endurance per level, but 1 less Intelligence per level (retroactively applied).
Aggressive (Passive)
GL: 15
CL: 1
Pre-reqs: Intuition 11, Mutually exclusive with Cautious and Apathetic
Cost: 1
You are bold and take what's yours. Throw caution to the wind. You gain 1 Muscle per level and 5 Agility, but lose 10 Intuition.
Ambidexterity (Passive)
GL: 0
CL: 0
Pre-reqs: Agility 10
Cost: 3
Can equip two "off-hand" items or two "main-hand" items simultaneously, except when the item is already two-handed.
Amnesia (Passive)
GL: 25
CL: 10
Pre-reqs: Age 50
Cost: -3
Your long term memory seems to grow patchier at times. At least you can use that newly emptied space to learn other practical things! -10% penalty to experience gain from any source.
Anxious (Passive)
GL: 1
CL: 1
Pre-reqs: None.
Cost: -5
[description]
Apathetic (Passive)
GL: 25
CL: 5
Pre-reqs: 11 Endurance. Mutually exclusive with Aggressive and Fastidious.
Cost: -2
What ever it is your working on can wait till tomorrow. Lose 10 Endurance.
Appraise Strength (Active, Combat/Non-Combat)
GL: 1
CL: 1
Pre-reqs: None
Cost: 1 per rank, Max 3
Ability to judge the strength of another character or monster, absolutely and relative to you.
Rank 1: [Pitiful, Weak, Fair-match, Strong, Overpowering]. Action requires 3 AP.
Rank 2: Rank 1 plus describes their class (if character), fighting style (melee/ranged). Action requires 2 AP.
Rank 3: Rank 2 plus elemental strengths/weaknesses, remaining health points. Action requires 1 AP.
Bad Body Odor (Passive)
GL: 5
CL: 0
Pre-reqs: Can only select during character creation.
Cost: -1
You will definitely need to learn how to bathe better. You start with 1 Charm.
Capitalistic (Passive)
GL: 30
CL: 2
Pre-reqs: Muscle 6, Mutually exclusive with Socialistic and Chaotic
Cost: 1
You see the benefits of mankind fairly working side-by-side towards a common goal, even if you don't develop your own special strengths. You gain 5 Charm and Intelligence, and Lose 5 Muscle. Your managers and builders have 5% more salary, and work 5% faster.
Cautious (Passive)
GL: 15
CL: 1
Pre-reqs: Agility 6, Mutually exclusive with Aggressive.
Cost: 1
You take care to make informed decisions you will not regret later. Gain 1 Intuition per level, but lose 10 Agility.
Chaotic (Passive)
GL: 10
CL: 5
Pre-reqs: 21 Charm, Mutually exclusive with Lawful, Socialistic, Capitalistic, and Conservative.
Cost: -1
You have your own ways of doing things. Sometimes the system just isn't right, and sometimes it's good to be unpredictable. Gain 10 Intuition and 5 Agility and lose 20 Charm.
Charismatic Leader (Passive)
GL: 20
CL: 10
Pre-reqs: Charm 50
Cost: 1 per rank, Max 3
You know how to motivate people to work well. Your builders and managers are 5% more efficient per rank, and you gain 5 Charm per rank.
Combat Bandaging (Active, Combat/Non-Combat)
GL: 3
CL: 2
Pre-reqs: Intelligence 15
Cost: 1 per rank, Max 10
You know how to effectively apply bandaging in the heat of battle to stop bleeding and reinforce muscles. Recover additional 1 health per rank whenever you use bandages. You gain the ability to use bandages in combat. The action in combat requires 10 AP and bandages. Skill only usable once per combat, unless trained in Medicine.
Compassionate (Passive)
GL: 6
CL: 3
Pre-reqs: Mutually exclusive with Egocentric.
Cost: 1
You care greatly about the welfare of others. You gain 10 Charm.
Conservative (Passive)
GL: 25
CL: 10
Pre-reqs: Mutually exclusive with Chaotic and Liberal.
Cost: -1
You know that the best solution to any new problem is to go back to the way things were before the problem arose. Lose 5 Agility.
Corrupt (Passive)
GL: 10
CL: 10
Pre-reqs: Mutually exclusive with Honorable and Lawful, must have more than 5 Charm to take another rank.
Cost: 1 per rank, Max 10
You always find a way to take advantage of the system, frequently at others' expense. You frequently end up burning your political capital to make your ends. Per rank: -5 Charm, +10 Intuition, your goods are worth 1% more when trading.
Creative (Passive)
GL: 10
CL: 10
Pre-reqs: Mutually exclusive with Uncreative.
Cost: 6
You can make it as big as you can dream. And you can dream big. You gain an additional 1 Intuition per level (applies retroactively).
Jinxed (Passive)
GL: 20
CL: 10
Pre-reqs: Mutually exclusive with Stars-aligned.
Cost: -5
Lady luck seems to have forgotten that you exist. You gain 1 less additional Luck per level (applies retroactively).
Dainty (Passive)
GL: 12
CL: 7
Pre-reqs: Mutually exclusive with Packhorse.
Cost: -3
You'd rather not have the pedestrian task of hauling around things like an animal. Your carrying capacity derived from Muscle is halved. Does not effect your Matrix capacity.
Drafting (Passive)
GL: 10
CL: 5
Pre-reqs: None
Cost: 1 per rank, Max 3
You know how to carefully plan out your work, so you don't waste materials. Crafting requires 5% less scrap to craft per rank, but takes 1 additional AP per rank.
Efficient Engineer (Passive)
GL: 15
CL: 10
Pre-reqs: Intelligence 30
Cost: 1 per rank, Max 5
You know how to effectively build things without wasting time or resources. Materials costs for construction of settlement buildings decreased by (floor(Intelligence/10))% per rank to a maximum of 50%. (E.g. with a 47 Intelligence and 2 ranks, materials costs are reduced by 8%).
Egocentric (Passive)
GL: 15
CL: 10
Pre-reqs: Charm 11, mutually exclusive with Compassionate.
Cost: -1
You don't think of anyone but yourself. Charm reduced by 10.
Elevated Proprioception (Passive)
GL: 15
CL: 10
Pre-reqs: Agility 30, Intelligence 15, Intuition 20
Cost: 2
You are more in touch with the location of your limbs. Like a cave millipede, you can also feel your way around in the dark. Your movement is unaffected by statuses like blindness or other vision effecting statuses.
Emotional (Passive)
GL: 12
CL: 3
Pre-reqs: Mutually exclusive with Logical
Cost: 2
You are able to sense things about others that others might not detect. You gain 5 Intuition and 10 Charm.
Fast Metabolism (Passive)
GL: 7
CL: 0
Pre-reqs: Endurance 30
Cost: 1
This trait doubles the rate at which your Appetite grows, and also decreases the duration of the benefits and penalties of eaten consumables by 25%.
Fastidious (Passive)
GL: 25
CL: 3
Pre-reqs: Mutually exclusive with Apathetic
Cost: 3
You are very meticulous, persistent, and motivated. People would consider you dedicated, thorough, and trustworthy. However, some times you are so hard working, you tend to wear yourself out. Gain 10 Charm. While your Appetite is less than 250, you gain a temporary 1 Endurance per rank per character level. While your Appetite is more than 750, you temporarily lose 1 Endurance per rank per character level.
Handyman (Passive)
GL: 8
CL: 4
Pre-reqs: None.
Cost: 1 per rank, Max 3
You have a penchant for making simple repairs and improvising simple solutions for elementary problems. When repairing any mechanical item, you use 5% less scrap.
Honorable (Passive)
GL: 10
CL: 9
Pre-reqs: Mutually exclusive with Corrupt, Max 3
Cost: 1 per rank
You hold high esteem in morality and can trust your judgement. Unfortunately since you err on the side of fairness, sometimes you are not the best trade negotiator. Per rank: +10 Charm, +10 Intuition, your goods are worth 1% less when trading.
Journal Keeping (Passive)
GL: 5
CL: 0
Pre-reqs: None
Cost: 2 per rank, Max 3
Bonus to experience gained per rank.
Rank 1: +15%.
Rank 2: Additional +10%.
Rank 3: Additional +5%.
Lawful (Passive)
GL: 10
CL: 1
Pre-reqs: 11 Intuition, Mutually exclusive with Corrupt and Chaotic.
Cost: 1
You recognize the right of rules and rulers to bring order to society. Your rigid thinking serves as a foundation for civilization on Calydon. Gain 15 Charm and lose 10 Intuition.
Liberal (Passive)
GL: 25
CL: 10
Pre-reqs: Mutually exclusive with Conservative.
Cost: 1
You are forward thinking, always looking for new solutions to current problems. Gain 5 Agility and 10 Intuition.
Lock-picking (Active, Non-Combat)
GL:
CL:
Pre-reqs:
Cost: 1
A valuable skill for getting into secured storage units.
Logical (Passive)
GL: 12
CL: 3
Pre-reqs: Mutually exclusive with Emotional and Spiritual
Cost: 2
You are coldly calculating, but not always very sensitive to others. You gain 15 Intelligence and you lose 5 Charm.
Lost a Finger (Passive)
GL: 4
CL: 1
Pre-reqs: 11 Agility
Cost: -1 per rank. Max 8
Now where did that darned finger get to? -10 Agility per rank.
Medicine (Passive)
GL: 10
CL: 5
Pre-reqs: Intelligence 25
Cost: 3
When healing or using Combat Bandaging, you care more effective. Healing is doubled when using items that heal. You can use Combat Bandaging twice per combat.
Nihilistic (Passive)
GL: 15
CL: 2
Pre-reqs: Mutually exclusive with Spiritual
Cost: -1
When everything is meaningless, nothing is really all that bad, is it? You lose 5 Luck.
p21 knockout (Passive)
GL: 10
CL: 0
Pre-reqs: None, can only be selected during character creation.
Cost: 0
You have faster wound healing, and gain the ability to regenerate limbs, however you have a greater risk of getting cancer, and you age faster. +1 Appetite/sec, age 25% faster.
Packhorse (Passive)
GL: 12
CL: 7
Pre-reqs: Muscle 30, mutually exclusive with Dainty.
Cost: 2
You've learned how to gain mechanical advantage with your anatomy, and are much more effective at hauling bulk. Your carrying capacity derived from Muscle is doubled. Does not effect your Matrix capacity.
Purge (Active, Non-Combat
GL: 2
CL: 1
Pre-reqs: Endurance 10
Cost: 1
Clear out some of the contents of your stomach. This "skill" reduces the duration of all consumable-related status effects by half, and doubles your Appetite. There is a temporary dramatic penalty to Charm (Kind of Gross), and temporary Endurance loss.
Repulsive (Passive)
GL: 15
CL: 0
Pre-reqs: Can only take during character creation.
Cost: -5
When you were born, they broke the mold. Because you were so ugly. Despite how you try, it's pretty hard to mask. You do not gain any Charm bonuses from equipped items.
Scavenger (Passive)
GL: 10
CL: 5
Pre-reqs: None.
Cost: 1 per rank, Max 10
You have become a seasoned scavenger, and tend to notice valuable things others overlook. You find 5% more scrap when looting per rank.
Smooth Talker (Passive)
GL: 20
CL: 10
Pre-reqs: Charm 50
Cost: 1 per rank, Max 3
You find that people really like to hear what you have to say, and you're very convincing. Additional dialog options become available. Your builders require 5% less salary per rank.
Socialistic (Passive)
GL: 30
CL: 2
Pre-reqs: Intelligence 6, Mutually exclusive with Capitalistic and Chaotic.
Cost: 1
You see the benefits of mankind fairly working side-by-side towards a common goal, even if you don't develop your own special strengths. You gain 5 Charm and Muscle, and Lose 5 Intelligence. Your managers and builders have 5% less salary, but work 5% slower.
Spiritual (Passive)
GL: 20
CL: 2
Pre-reqs: Mutually exclusive with Logical and Nihilistic
Cost: 1
May the guardian spirits always protect you. You gain 10 Luck.
Stars-aligned (Passive)
GL: 20
CL: 0
Pre-reqs: Mutually exclusive with Jinxed, can only select during character creation.
Cost: 5
The stars have aligned for you, you have a bright future ahead. You gain 1 additional Luck per level.
Struggle (Active)
GL:
CL: 0
Pre-reqs:
Cost:
The struggle is real.
Uncreative (Passive)
GL: 10
CL: 10
Pre-reqs: Mutually exclusive with Creative.
Cost: -8
As long as you do as your told, everything should work out, right? You get 1 less Intuition per level (applies retroactively).
Voracious (Passive) You find that people really like to hear what you have to say, and you're very convincing. Additional dialog options become available. Your builders require 5% less salary per rank.
GL: 20
CL: 0
Pre-reqs: Can only select during character creation.
Cost: -1
You can eat like it's your job. You're also generally always hungry. Your Appetite increases by an additional 1/sec.
See traits like MoO2 custom race building.