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Project Nemesis

Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Mundane Traits PDF Print E-mail
Written by Craig Vial   
Sunday, 28 October 2007

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Here's a couple of Mundane Traits for Nemesis that may or may not be adapted from other popular RPG's. NOTE: Whenever a Trait confers a bonus to width, this only applies when a match would normally occur.  It cannot increase a width of one. 

Danger Sense (2d)
Prerequisites: None
Effect: You gain +2 dice on reflexive Sense rolls for your character to detect an impending ambush. This kind of roll is typically made prior to the first turn of a surprise attack. Your character has a well-developed survival instinct that warns him of impending danger. Perhaps he’s adept at reading subtle clues in his environment or he possesses an uncanny “sixth sense” when it comes to avoiding trouble.

Direction Sense (1d)
Prerequisites: Sense 3
Effect: Your character has an innate sense of direction that instinctively allows him to remain oriented. They can enter unfamiliar territory and always retrace his steps back to their starting point, and can orient themselves to any of the compass points (i.e., face north, face south) without references.

Far Shot (2d)
Prerequisites: Coordination 3
Effect: Your character is an expert at long ranged shooting.  They no longer suffer the -1d penalty to long range shooting.

Fast Reflexes (1 or 2d)
Prerequisites: Coordination 3
Effect: +1 width for initiative purposes per die.  Your character’s mix of sharp reflexes and steady nerves helps him get the drop on adversaries.

Fighting Finesse (2d)
Prerequisite: Coordination 3 + Melee Weapon [Type] 2
Effect: Your character prefers to fight with a chosen weapon in a manner that favors agility over power. With that one weapon (a rapier or katana, for example), you may substitute your character’s Coordination for Body when making attack rolls. This Trait may be purchased multiple times to gain agility with more weapons, one for each purchase.

Gunner (4d)
Prerequisite: Expert Die in Firearm [machine gun]
Effect: Your character gains an Expert Die to their Spray Pool when using a machine gun.

Gunslinger (2d)
Prerequisites: Coordination 2 + Firearms [Type] 1
Effect: Your character’s capability and experience with firearms is such that they can accurately fire two pistols at the same time.  They no longer suffer the -1d penalty for multiple actions when firing both pistols in a single round.

The Merit can be used with pistols only.

Natural Immunity (2d)
Prerequisites: Body 2 + Heath 1
Effect: Your character gains a +2 width on Health rolls to resist infection, sickness and disease. His immune system is exceptionally effective at resisting infections, viruses and bacteria. Your character can probably count on one hand the number of times he’s been seriously ill.

Quick Healer (4d)
Prerequisite: Body 4
Effect: Your character’s healing abilities are remarkable, allowing him to bounce back quickly from injuries that would leave most people bedridden for months. Your character recovers from injuries in half the time that others do. All Shock damage can be healed with a good night’s rest. Killing damage healing works as in the Nemesis rules (pg 27), except two days of complete rest is required instead of a whole week. 

Striking Looks (2d)
Prerequisites: None
Effect: Your character is exceptionally attractive by modern standards; heads turn and conversations stop when they enter a room. For two dice, your character gets a +1 die to all Command or Empathy rolls when they attempts to use their looks to entertain, persuade, distract or deceive others.

Drawback: The more attractive your character is, the harder it is for them to avoid notice in public. Witnesses to any criminal acts are much more likely to remember your character’s appearance, and easily recognize them in a lineup. Your character is also likely to receive a great degree of unwanted attention in social situations.

Strong Back (2d)
Prerequisites: Body 3
Effect: Your character gains a 50% increase to their Lift and Throw thresholds.  Eg, a character with Body 4 and this trait can lift 600lbs and throw 75lbs

Strong Lungs (2d)
Prerequisite: Athletics 2
Effect: Your character is practiced at holding their breath for long periods of time. They might be a pearl diver or escape artist, capable of staying underwater without aid for longer than most people believe is possible. The period of time they can hold their breath without making an Endurance roll is doubled.  E.g., a character with a Body of 3 and this trait can hold their breath for 6 minutes without making a check (ordinarily it would be 3 minutes).
 
Stunt Driver (2d)
Prerequisites: Coordination 3 + Drive [Type] 1
Effects: Your character can drive a vehicle and perform an unrelated action (e.g., fire a gun, punch another passenger) in the same round without incurring the usual 1d penalty for multiple actions.  NOTE: this only applies to vehicles covered by your skill.  This Trait can be taken more than once.  Each time it applies to a new Drive [Type] skill.

Toxin Resistance (2d)
Prerequisite: Body 3
Effect: Your character gains +2 Width to existing matches on rolls to resist the effects of drugs, poisons and toxins. His body is capable of withstanding high levels of chemicals without suffering any ill effects. He’s probably never had a case of food poisoning, much less a hangover.
 
Whirlwind Attack (2d)
Prerequisite: Coordination 4
Effect: Your character gains 1 Spray Die to the Hand to Hand skill of their choice, enabling them to use it on multiple opponents (NOTE: the skill must be nominated at purchase, and cannot be altered).  You can purchase this skill multiple times, each time it applies to a different skill. 

 
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