<div align="center"><span class="bbc_size" style="font-size: 24pt;"><strong>Attribute Points</strong></span></div>You are alotted 48 points to spend in the Attributes section.  Any points not used here may be used toward skills or saved for later purchases.<br/><br/><div align="center"><span class="bbc_size" style="font-size: 24pt;"><strong>Attributes</strong></span></div>Please note that though the ideas for these attributes were pulled from the book, they are NOT the same.  Each of them has been tailored to better suit our needs.  If you've used the book for character creation, please double check your choices to make sure you're still happy with them.<br/><br/><span class="bbc_size" style="font-size: 16pt;"><strong>Assets</strong></span><br/>Assets include positive traits.  You may only have 5 assets, and must have at least one.  Please note that assets deduct points from your pool, but complications add them.<br/><br/>Minor Assets = -2<br/>Major Assets = -4<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">List of Assets</div><div class="spoiler_body"><strong>Section 1</strong><br/>Allure<br/>Athlete<br/>Born Behind the Wheel<br/>Cortex Specter<br/>Fightin' Type<br/>Friends in High Places<br/>Friends in Low Places<br/>Good Name<br/>Healthy as a Horse<br/>Heavy Tolerance<br/>Highly Educated<br/>Intimidatin' Manner<br/><br/><strong>Section 2</strong><br/>Leadership<br/>Lightnin' Reflexes<br/>Math Whiz<br/>Mean Left Hook<br/>Mechanical Empathy<br/>Military Rank<br/>Moneyed Individual<br/>Natural Linguist<br/>Nature Lover<br/>Nose for Trouble<br/>Reader<br/>Registered Companion<br/><br/><strong>Section 3</strong><br/>Religiosity<br/>Sharp Sense<br/>Steady Calm<br/>Sweet and Cheerful<br/>Talented<br/>Things Go Smooth<br/>Total Recall<br/>Tough as Nails<br/>Trustworthy Gut<br/>Two-Fisted<br/>Walking Timepiece<br/>Wears a Badge<br/><br/><hr/><hr/><br/>Please note that additional assets may be suggested by players.  :)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Section 1 ( Allure - Intimidatin' Manner )</div><div class="spoiler_body"><strong>Allure</strong> (Minor/Major)<br/>Allure means you're attractive.  Sex appeal can be a powerful thing, if used correctly in the right situations.  This is largely a social-only asset, though can be used in combat by a clever player.<br/><br/><strong>Athlete</strong> (Minor/Major)<br/>You are a practiced or natural athlete.  You may add +2 to Strength, Agility, or Endurance, though only Major skill users may use it twice in one roll.<br/><br/>Major skill:<br/>          Agility + Strength + 2 + 2<br/>          Alertness + Agility + 2<br/><br/>Minor skill:<br/>          Agility + Strength + 2<br/>          Alertness + Agility + 2<br/><br/><strong>Born Behind the Wheel</strong> (Minor/Major)<br/>Largely used for rating crew and for RP purposes.  You either specialize in land or air vehicles.  A character with the trait would pick up skills involving that particular brand of vehicle much easier, thus merits a good amount of starting skill with little background training.<br/><br/><strong>Cortex Specter</strong> (Minor/Major)<br/>Characters minoring in this asset find it easier to escape minor authorities; they've either been very sneaky or have managed to somehow wipe a good portion of their personal data from the Cortex.<br/><br/>Characters majoring in this asset don't techinically exist.  This can be both a good and bad deal, depending on the situation.<br/><br/><strong>Fightin' Type</strong> (Minor)<br/>You're very good when it comes to combat.  You may make an additonal, non-combat action without penalty: move + shoot; duck + kick.  Fun stuff.<br/><br/><strong>Friends in High Places</strong> (Minor)<br/>If choosing this skill, you can call in favors during gameplay to special folk, or get away with things you normally wouldn't.  For instance, if you need a loan, just call your rich friend.  If you're in prison, call up the planet's Embassador.<br/><br/>Said 'friends' must be dictacted through the GM and listed, at the very least, by title.<br/><br/>Just remember that favors can mean you're in debt.  You may be asked to return that favor, and it's usually not a good idea to ignore the request.<br/><br/><strong>Friends in Low Places</strong> (Minor)<br/>You know a few contacts, saved a few asses, did a few favors.  Some particularly 'low' folk owe you, in some way.  Or they just like you enough to be more willing than most.  They might break you out of prison or give you a loan, if you ask nice enough.<br/><br/>Said 'friends' must be dictacted through the GM and listed, at the very least, by title.<br/><br/>Just remember that favors can mean you're in debt.  You may be asked to return that favor, and it's usually not a good idea to ignore the request.<br/><br/><strong>Good Name</strong> (Minor/Major)<br/>You get a total of 4,000 reputation points toward up to three reputations of your choice.  Reasons for the reputation bonuses chosen must be stated in the history.<br/><br/><strong>Healthy as a Horse</strong> (Minor/Major)<br/>As a minor trait, you are able to avoid most common ailments such a colds, flus, and other such temporary sicknesses.  Infections of wounds are also avoidable with minimal to no treatment.<br/><br/>As a major trait, you're impervious to even the serious, life-long ailments.  This includes cancer, serious diseases, sexually-transmitted diseases, and other inflictions.<br/><br/><strong>Heavy Tolerance</strong> (Minor/Major)<br/>As a minor trait, it takes twice as much to get drunk or high.  You must also take double doses of medications and pain killers.<br/><br/>As a major trait, you are allowed +4 to Vitality versus poisons and gases, but it's nearly impossible to even get a buzz or become dazed via drugs.  Doctors will refuse to medicate you enough to sate any pain as it would induce a drug overdose.  Getting 'doped up' by a doctor also has little or no affect.<br/><br/><strong>Highly Educated</strong> (Minor)<br/>Looks like you don't shorten words or speak with a heavy accent, but if you want to blend in on the Rim or Border planets, you should work on your acting.  You'd make a great face for interacting with the big city folk of the Core planets, however.<br/><br/>You may know things that you've never personally experienced (like how to fix engines or perform some surgery), but you'd still have to put these skills to practice before you're anything but talk.  You likely read a lot and have a nice collection of reference books, somewhere.<br/><br/>This skill can be handy for making friends.  Highly educated folk have a wider range of ideas and knowledge to draw from, so making conversation is (theoretically) easier.  You also gain a +2 to intelligence.<br/><br/><strong>Intimidatin' Manner</strong> (Minor)<br/>You are one scary beast.  It might be the eerie calm about you, or the anger that drips from your every pore.  Or maybe you're just a big guy or play with too many weapons.  Whatever if may be, people don't like to mess with you, and some of the weaker-willed characters may even cower at the sight of you.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Section 2 ( Leadership - Registered Companion )</div><div class="spoiler_body"><strong>Leadership</strong> (Minor)<br/>You're either a natural or learned leader, and you've put it into practice enough that you've earned this trait.  You're good at giving commands, and people are pretty willing to follow you, even if the plan doesn't sound all too good for their well-being.  You radiate a feeling that people should trust your judgement and influence loyalty.  With this trait, you gain a +4 to initiative in combat situations.<br/><br/><strong>Lightnin' Reflexes</strong> (Major)<br/>You're fast.  Very fast.  You gain a +2 to all Initiative rolls.<br/><br/><strong>Math Whiz</strong> (Minor)<br/>Math comes as easy to you as breathing does.  You can solve any math problem in a jiffy, often doing little more than glancing at it before you've got the answer.  You gain a +2 to intelligence.<br/><br/><strong>Mean Left Hook</strong> (Minor)<br/>You gain a +2 to the Unarmed Combat skill (or specialty) and +2 basic damage to the resulting roll of any attack using your fists.<br/><br/><strong>Mechanical Empathy</strong> (Minor)<br/>Machines talk to you, so with a little learning regarding what's what, you could easily be the best damn mechanic in the 'Verse.  With this trait, you're able to learn what is wrong with the machine much faster than most, cutting out the experimenting phase, and thus save time and credits fixing it.  This trait grants a 2% credit discount on repairs.<br/><br/><strong>Military Rank</strong> (Minor)<br/>You must pick a side: Alliance or Independents.  You may be a veteran or currently enlisted.  Most ranks are available, but require GM approval.  This status MAY grant special benefits or penalties depending on the situation and rank.  Ranks of leutenant or higher (with GM approval) gain a +2 to influence.<br/><br/><strong>Moneyed Individual</strong> (Major)**<br/>You occasionally come into sums on money from a relative or connections, and you start with a significantly larger credit amount than most (2,500 + 125d16; total maximum of 4,500, minimum of 2,625).  Sums are collected when you visit the bank (only allowed once per visit) and are determined by a GM's 'success' roll of 1d2 (1 = failure, 2 = success) and an additional roll upon success of 35d12 (maximum of 420 credits).<br/><br/>**This trait requires good, believable family history or connections.  Only allowed via GM discretion.<br/><br/><strong>Natural Linguist</strong> (Minor)<br/>Not only do you learn languages incredibly fast, but you are also able to pick up accents and dialect without breaking a sweat.  You learn language specialties at half the cost (specialty training also costs half what it normally would) and you're pretty gorram good at figuring out where someone comes from just by listening to them.<br/><br/><strong>Nature Lover</strong> (Minor)<br/>You're at home when outside, far from the glare and noise of cities, grounded from any aircraft you might currently call home.  Anything regarding nature calms you and makes you feel one with your surroundings.  This trait grants +2 to Alertness when in such settings.<br/><br/><strong>Nose for Trouble</strong> (Minor/Major)<br/>Roll Intelligence + Alertness and add +4 when looking for dangerous obstacles or situations; traps, a hiding someone, or other similar pains.  Hiding people roll Alertness + Agility + Covert (or other related skill).  Traps are a set number.<br/><br/>Majoring in this trait allows the element of surprise to become broken; the player recieves an extra non-combat turn after the enemy's first attack.<br/><br/><strong>Reader</strong> (Minor/Major)**<br/>As a minor trait, your character cannot control when he recieves information.  This can happen at both the best and worst of times.  The details are minor and usually rather insignificant, or are a flash of an image that you have only seconds to decifer.  The minor side of this trait largely relies on emotions of others nearby; someone who is calm and mentally relax will rarely be seen into, but someone who's emotions are very strong or their thoughts powerful and definite may radiate images like a television.<br/><br/>As a major trait, the character has discipline and can focus when he reads.  He can pick up much quieter thoughts and block out or dull the stronger ones, as well as sort through deeper, hidden thoughts if left to sift long enough.  This reader is more sensitive and may sometimes be affected by very strong emotions, especially when felt by a group.<br/><br/>Readers gather images and sounds, not words.<br/><br/>**This trait is available by GM approval only.  May require an addition to Complications at the GMs discretion.<br/><br/><strong>Registered Companion</strong> (Minor)<br/>A license to do business throughout the 'Verse.  Must meet the obligations of Guild membership to amintain the license.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Section 3 ( Religiosity - Wears a Badge )</div><div class="spoiler_body"><strong>Religiosity</strong> (Minor/Major)<br/>Specific religious faith is required.  Buudhism and Christianity are (in that order) the most common, though any faith will do.<br/><br/>Minors of this trait are simply religious.  Common worshipers and practicers.  May add +2 to Willpower during combat.  This character may range from quietly faithful to pushy and overbearing.<br/><br/>Majors of this trait include 'officials' such as rabbis, priests, monks, etc.  They wear clothing to indicate their faith and position, often carry with them any supplies they may need to practice, and gain +4 to willpower during combat.  This character doesn't necessarily have to be leadership material.<br/><br/><strong>Sharp Sense</strong> (Minor)<br/>Epic sense is epic.  Pick a sense and you gain a +2 Alertness for that particular sense.  May take this attribute more than once, but only once per sense.<br/><br/><strong>Steady Calm</strong> (Minor/Major)<br/>You don't scare easy as a minor in this trait.  You have nerves of steel and can stare death in the face.  You gain +2 Willpower when being intimidated or faced with danger or death.<br/><br/>Majors extend this ability to drugs, alcohol, and other effects; withdrawals are much easier to handle and being 'too high' isn't too big a problem for you.  When panic comes, you think easier than others.<br/><br/><strong>Sweet and Cheerful</strong> (Minor)<br/>You can turn some enemies into friends, if you try hard enough.  Pessimism is an utter myth, for you.  You brighten up the room just by smiling.  You're kind and often generous.  Whoever thinks you're anything other than sweet is probably going to a special kind of hell.<br/><br/><strong>Talented</strong> (Minor/Major)<br/>Pick a skill.  Training (after character creation) in this skill is a breeze.  Minors recieve a 25% discount (after other discounts) in this skill and it's specialties.  Majors recieve 50%.  At least one of this chosen skill level must be learned during character creation or the first 'lesson' recieved from in-game training will be full price.<br/><br/><strong>Things Go Smooth</strong>  (Minor/Major)<br/>For minors of this trait, the character recieves one free, uninhibited action per combat session (includes multiple enemies as one session).  This does not work for killing blows.<br/><br/>Majors also have a chance to recieve an occasional sum of money or mysterious package when they visit a bank or postal service, respectively.  Postal service packages must roll a 6 on a d6 and the item is selected at random by the GM.  Money 'success' is first determined by rolling a 3 or 6 on a d6.  Upon sucess, the amount is determined by rolling 25d16.  The minimum currency is 25 and the maximum is 400.<br/><br/>A GM must roll the dice for this trait in regards to gift receipts.<br/><br/><strong>Total Recall</strong> (Major)<br/>You have a perfect memory.  Everything you learn you only have to learn once.  Repressed memories and traumatic events may be an exception.  With this trait, anyone with the Knowledge *SKILL* (of at lease level 6 with the specialty of teaching) may teach you their skills, up to the points they currently have.<br/><br/>For example, a character with the Knowledge skill may have 6 points in the Covert skill and an additional 2 points in the Pick Pocket specialty.  Your character, with the Total Recall trait, may learn those 6 points in the skill and the two in the specialty.  This extends to all specialties and skills that the Knowledge skilled character has, with the exception of the knowledge skill itself.  Any learning of this type must be approved of by a GM.<br/><br/><strong>Tough as Nails</strong> (Minor/Major)<br/>Additional life points are awarded!  Minor gains +2, major gains +4.<br/><br/><strong>Trustworthy Gut</strong> (Major)<br/>This trait allows the character to tell whether somesome is up to no good.  He can often tell just what kind of 'no good', as well.  If you're talking with a contact and the air gets real think, you trust your gut to tell you the deal will go sour and the guy will try to cut you out of it.  Basically you've got a real good feel for emotions and intentions.  Only works when the person is audible or visible; will have no affect on hidden 'targets'.<br/><br/><strong>Two-Fisted</strong> (Major)<br/>You're ambidextrous.  No off-hand penalties for you!  The coordination allows for such things as stealthier pick pocketing, easy dual-weilding, and even helps to make up for the permanent or temporarly loss of a hand.<br/><br/><strong>Walking Timepiece</strong> (Minor)<br/>You never have to worry about carrying a watch or checking the time.  During combat, if knocked unconscious or dazed, it requires a full-turn Intelligence + Alertness action at Average difficulty to get things back on track.  This is not necessary out of combat; simply consider it a few moments time.<br/><br/><strong>Wears a Badge</strong> (Minor/Major)<br/>Select your jurisdiction.  Minors are allowed 'reign' over one planet or region and majors cover most of the system.  This trait affects reputation depending on your choice of jurisdiction.</div></div><br/><span class="bbc_size" style="font-size: 16pt;"><strong>Complications</strong></span><br/>Complications include negative traits.  You may only have 5 complications, and must have at least one.  Please note that complications ADD points to your pool, where assets negate them.<br/><br/>Minor Assets = +2<br/>Major Assets = +4<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">List of Complications</div><div class="spoiler_body"><strong>Section 1</strong><br/>Allergy<br/>Amorous<br/>Amputee<br/>Bleeder<br/>Blind<br/>Branded<br/>Chip on the Shoulder<br/>Credo<br/>Combat Paralysis<br/>Coward<br/>Crude<br/>Dead Broke<br/>Deadly Enemy<br/><br/><strong>Section 2</strong><br/>Deaf<br/>Dull Sense<br/>Easy Mark<br/>Ego Signature<br/>Filcher<br/>Forked Tongue<br/>Greedy<br/>Hero Worship<br/>Hooked<br/>Leaky Brainpan<br/>Lightweight<br/>Little Person<br/>Loyal<br/><br/><strong>Section 3</strong><br/>Major Metabolism<br/>Masochist<br/>Memorable<br/>Mute<br/>Non-Fightin' Type<br/>Overconfident<br/>Paralyzed<br/>Phobia<br/>Portly<br/>Prejudice<br/>Sadistic<br/>Scrawny<br/>Slow Learner<br/><br/><strong>Section 4</strong><br/>Soft<br/>Stingy<br/>Straight Shooter<br/>Superstitious<br/>Things Don't Go Smooth<br/>Traumatic Flashes<br/>Twitchy<br/>Ugly as Sin<br/>Weak Stomach</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Section 1 ( Allergy - Deadly Enemy )</div><div class="spoiler_body"><strong>Allergy</strong> (Minor/Major)<br/>Quite simply, you're allergic to something.  Each allergy must be purchased separately.  Minor reactions, like a rash, sneezing, or other irritation should be filed under minor.  Life threatening reactions are under major.  If you do not carry an emergency injection to treat major allergies, medical assistance will be required and every second counts.<br/><br/><strong>Amorous</strong> (Minor/Major)<br/>Anyone of your sexual preferences snags your attention and distracts you from whatever you were doing for a few moments and often leaves you having to remember what you were doing when you attempt to return to it.<br/><br/>Majors of this trait cannot resist the person in question and find themselves comepletely enamored, dropping the tools of their current task or walking away in the middle of a sentence to 'better inspect' their target.  For majors, their sexual preference is more important than most everything else; tasks will still be there when you return, but who's to say that lovely woman will still be around if you wait?<br/><br/><strong>Amputee</strong> (Minor)<br/>You're missing a limb and do not have a bionic replacement to make due with.  Walking or working with your hands is more difficult, accordingly.  You may use crutches, a prosthetic, or other means of a feeble attempt at making up for your loss.<br/><br/><strong>Bleeder</strong> (Major)<br/>Either the side effects of medication or your genes have made your blood difficult to clot; even small cuts can bleed for ages.  If in combat (or you recieve a large bleeding wound outside combat), you take an additional 1 wound damage per turn until the bleeding stops.  You must roll Intelligence + Medical Expertise and the result must be greater than 8 to stop the bleeding.  Another character may make the roll.<br/><br/><strong>Blind</strong> (Minor/Major)<br/>Whatever the cause, you are blind.<br/><br/>Minors of this trait are completely color-blind and find it difficult to perform tasks that require the use of colors.<br/><br/>Majors can't see a damn thing.  You might have an animal for assistance, though you must care for it and its uses and capabilities must be realistic; various species are allowed, though must be approved by a GM if you desire anything outside a canine.  You also recieve the asset of Sharp Sense for both Touch and Hearing at no cost.  Actions such as aiming a ranged weapon or other actions that involve heavy use of eyesight suffer a -2 to the result of a roll.<br/><br/><strong>Branded</strong> (Minor/Major)<br/>Someone doesn't like you (must be justified in history).  Minor traits suffer a -3,000 for the reputation of this person or place, major suffer a -9,000.  Each different reputation title requires a separate trait.<br/><br/><strong>Chip on the Shoulder</strong> (Minor/Major)<br/>You have severe anger issues.  Everything is an insult, and you can't walk away from an anger-fueled fight for the life of you.  As a major of this trait, you go beserk when you're wounded, as well, unable to focus on anything but killing the guy who drew your blood.  If someone else hits you, you change your target to the freshest attacker.<br/><br/><strong>Credo</strong> (Minor/Major)<br/>You are incredibly stubborn about something or some things.  It may be that you're stubborn about something 'good', like always defending a lady's honor.  But, it could also be something 'bad', like you're always right, no matter what.<br/><br/>Majors of this trait are so stubborn that they won't back down even if their lives are in immediate danger.<br/><br/>This trait may be specified or generalized.<br/><br/><strong>Combat Paralysis</strong> (Minor/Major)<br/>During any combat situation, you're frozen for d2 turns.  Major traits are frozen for d4 turns.  While frozen, you're unable to take ANY action, including stepping out of the way.<br/><br/><strong>Coward</strong> (Minor)<br/>You suffer a -2 penalty to all rolled results during combat.  You run for cover or for an escape, and will only fight if there's no other choice.<br/><br/><strong>Crude</strong> (Minor/Major)<br/>Minors of this trait have to be reminded constantly to behave themselves when amongst the refined society or they'll let a few cusses slip or drink far too much, etc.<br/><br/>Majors of this trait have no social grace.  None.  They will cuss and drink as they please, grope women they find attractive despite their social standing, and cannot be taken out if keeping a respectable appearance is important.<br/><br/><strong>Dead Broke</strong> (Minor)<br/>You're so broke that your character must roll as poor, AND divide the result in half, AND spend all his cash on equipment, gear, and other such things.  If he cannot seem to spend all the money, the remainder is sent to debt collectors of your choice (determined with the reputation options and must match history).<br/><br/>You owe debt collectors 500d16 credits (rolled by the GM).  Every cycle (see the Cortex Informational Thread), you must pay at least 1% of your owings or the reputation with your chosen debtors decreases by 250.<br/><br/><strong>Deadly Enemy</strong> (Major)<br/>Someone really hates you, and there's no escape.  You have a reputation loss of -55,000 with a single person or place.  This places you on the bounty board.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Section 2 ( Deaf - Loyal )</div><div class="spoiler_body"><strong>Deaf</strong> (Major)<br/>You can't hear a damn thing.  You might be able to tell what people at a distance are saying; you gain a +2 to Perception, or a +2 to 'Read Lips' if your Perception is already level 6.<br/><br/><strong>Dull Sense</strong> (Minor)<br/>For whatever the reason, one of your senses is really dull.  Pick one; it suffers a -2 penalty for actions utilizing that sense.  For instance, aiming would be negated by -2 if you have bad eyesight.  You may choose this trait once for each sense.<br/><br/><strong>Easy Mark</strong> (Major)<br/>You believe what pretty much anyone says, and if you don't, it takes very little convincing.  This can end you up in tight places.<br/><br/><strong>Ego Signature</strong> (Minor)<br/>Whenever you commit a crime, no matter what it is, you must leave a mark of some sort.  Perhaps a smear of red paint (or blood) or a small metal token; whatever it may be, it's your mark.<br/><br/><strong>Filcher</strong> (Minor)<br/>You're a kleptomaniac.  You want it, so you don't think twice about taking it.  Whether it's a ship or a sack of money, it's yours for the taking.  It doesn't matter what it's worth, you just think it's nice and would be a great addition to your collection.  This could get you into heaps of trouble, but you aren't concerned about that.<br/><br/><strong>Forked Tongue</strong> (Minor)<br/>You're a compulsive liar.  Those who know you don't trust you a wink, and those that don't will learn soon enough.  You tell both tall and short tales, and you tell them so often that they're hard to keep straight.<br/><br/><strong>Greedy</strong> (Major)<br/>You will do anything for the right amount of money.  Anything.  Even sell out your friends.  Or kill them.<br/><br/><strong>Hero Worship</strong> (Minor)<br/>You are absolutely obsessed with someone.  This is far beyond admiration or simple love.  You want to <em>be</em> this person in every respect, and you will go to fantastic lengths to do so.  This person can do no wrong in your eyes and he is the perfect being; everyone should want to be like him.<br/><br/><strong>Hooked</strong> (Minor/Major)<br/>As a minor of this trait, you're addicted to something on a level just beyond 'healthy' or 'normal'.  Be it video games, cigarettes, booze, porn, or recreational drugs.<br/><br/>As a major of this trait, you're heavily addicted and go through withdrawals, if you don't get your fix.  If you go without your fix for more than four in-game hours, you begin withdrawals, suffering -4 to all traits and skills.<br/><br/>You cannot quit the habit (neither minor nor major) unless you spend time at a rehab clinic.<br/><br/><strong>Leaky Brainpan</strong> (Minor/Major)<br/>You see and hear things that aren't there.  This can cause you to go through small episodes where you speak to someone who isn't really there or you get twitchy and afraid for 'no reason'.<br/><br/>Majors of this trait have big episodes and they see the world completely different from everyone else.  They may see groups of people or blood on the walls, perhaps wounds on their own bodies that don't exist.  They may be afraid, or they may be used to it.  Either way, they often speak to themselves or perform 'odd' and sometimes dangerous (either to themselves or others) actions without warning.<br/><br/>Medication is available to help subdue the traits.  Minors pay 75 credits per cycle (see the Cortex Informational Thread) and majors pay 150 credits per cycle.  The medication temporarily makes the imbiber 'normal', though even one missed day will have the symptoms returning full force.<br/><br/><strong>Lightweight</strong> (Minor)<br/>Effects of alcohol, drugs, diseases, poisons, and others that require some level of resistence have a greater effect on you.<br/><br/><strong>Little Person</strong> (Minor)<br/>You're about 3-4 feet tall.  Anyone aiming at you suffers -4 to their success roll, but you also suffer -2 to any movement success rolls in combat.<br/><br/><strong>Loyal</strong> (Minor)<br/>Pick a group or person that can count on you for their loyalty.  You will do <em>anything</em> for this group or person, including sacrificing your own life, should it help them keep theirs.  This trait must be approved by a GM.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Section 3 ( Major Metabolism - Slow Learner )</div><div class="spoiler_body"><strong>Major Metabolism</strong> (Minor)<br/>You eat way more than you should, or at least way more than others have to.  When buying food, you must buy enough to feed three people because one meal isn't enough.  If you don't eat like this, you grow weak and suffer a -2 penalty to all physical traits.  If you miss three or more mealtimes in a row, you temporarily gain the Scrawny trait, which may only be reversed by eating two or more 'full' meals in a row.<br/><br/><strong>Masochist</strong> (Major)<br/>You love pain.  Absolutely love it.  You probably have a lot of self-inflicted scars, possibly even a few missing digits, thanks to your own hand.  You have trouble resisting the 'call' of a knife or other sharp object and might have even been caught bleeding yourself in some way.  You crave combat, but suffer a -2 to all combat rolls because you try to get stabbed or shot.  This trait is not confined to the bedroom and may actually involve <em>wanting to be killed</em>, so don't take it on the assumption that it means you're into BDSM.<br/><br/><strong>Memorable</strong> (Minor)<br/>You have at least one very distinct trait, likely on an area constantly exposed, like the face.  You're easily spotted in a crowd and if you've got a bounty on you, everyone concerned will recognize you.  Must note the traits in physical description.<br/><br/><strong>Non-Fightin' Type</strong> (Minor)<br/>For whatever reason, you're against combat.  The only time you'll fight is if your life depends on it, and taking the killing blow makes you feel guilty about it for ages.  You suffer a -2 penalty to all roll results in combat and a -4 to initiative.<br/><br/><strong>Overconfident</strong> (Minor)<br/>You believe you're the best at everything in the 'Verse, no acceptions, and you have no trouble showing off these 'skills' at every chance you get, even if you don't have any levels in the particular skill in question.<br/><br/><strong>Paralyzed</strong> (Major)<br/>Your lower half is useless.  You suffer a -4 to all movement actions and -4 to all hand-to-hand or melee combat.  You have trouble getting up stairs or moving over uneven terrain, but you can aim ranged weapons just fine.  You likely use a wheelchair of some sort to get around.<br/><br/><strong>Phobia</strong> (Minor/Major)<br/>You pick a fear.  Minors of this trait are scared of, grossed out, or even squeal at the sight of the phobia, but if they <em>have</em> to deal with it, they can usually force themselves to.  They suffer -2 to all combat rolls if the phobia is present.<br/><br/>Majors of this trait can't even <em>look</em> at the phobia, and being in the same room will have them utterly distracted, afraid for their life.  They suffer -4 to all combat rolls if the phobia is present.<br/><br/><strong>Portly</strong> (Minor/Major)<br/>As a minor, you're pretty overweight.  You suffer a -2 to all movement actions and often find yourself out of breath much faster than most.<br/><br/>As a major, you're morbidly obese.  You suffer -4 to all movement actions.  You can't move much without having to sit down and catch your breath.<br/><br/><strong>Prejudice</strong> (Minor)<br/>You can't stand a certain group.  If you find out someone you like is from this group, you decide he's a terrible person and you should have nothing to do with him.  You see these people as below you, in some way.  Must name the group (ie, Core residents, buddhists, etc.).<br/><br/><strong>Sadistic</strong> (Major)<br/>For whatever reason, you <em>really</em> like hurting people and hearing them scream.  This trait is not confined to the bedroom and actually involves <em>killing</em>, so don't take it on the assumption that it means you're into BDSM.  You're probably a true psychopath and have many devices you use to maim, dismember, torture, and otherwise slowly kill a man.  You get great joy out of kidnapping people for later torture; you gain a +2 to any rolls involving your administration of drugs, poisons, or stuns when planning to cause him pain when he wakes.<br/><br/><strong>Scrawny</strong> (Minor)<br/>You're very skinny.  You suffer a -2 to all strength rolls and a -2 to vitality (affecting life points).<br/><br/><strong>Slow Learner</strong> (Major)<br/>All skills after character creation cost double the number of credits because you have to take the course twice before it sticks.  You also suffer -2 to all skills or specialties.  For example, if you have 6 levels of Athletic and 4 of the Swimming specialty, this trait subtracts 2 from the specialty.  If you only have level 6 in Pilot with no specialties, you subtract 2 from Pilot.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Section 4 ( Soft - Weak Stomach )</div><div class="spoiler_body"><strong>Soft</strong> (Minor)<br/>You are very sensitive to pain of any sort.  You take an additional 1 point of stun every time you take any kind of damage.  You must also roll Willpower + Discipline against 6; if you fail, you begin to weep and cry.<br/><br/><strong>Stingy</strong> (Minor)<br/>You only spend what you absolutely have to, and you spend it in the cheapest form available.<br/><br/><strong>Straight Shooter</strong> (Minor)<br/>You are always honest and don't care if anyone takes offense to it.  If you ever HAVE to tell a lie, it's written all over your face and coats your voice like molasses; it would take someone practically blind and deaf to miss it.<br/><br/><strong>Superstitious</strong> (Minor)<br/>There are a lot of things you're superstitious about (to be listed in your Personality Notes).  Bad luck omens cost you -2 to all attributes and good luck omens grant +2 to all attributes; these effects last until the next omen or the end of a cycle.<br/><br/><strong>Things Don't Go Smooth</strong> (Minor/Major)<br/>Once during combat, an active opponent may force you to reroll a recent action to determine different results.  You must use the lower of the rolls.  Majors of this trait may be forced to reroll two actions in a single combat scene.<br/><br/><strong>Traumatic Flashes</strong> (Major)<br/>These may take the form of dreams or day-flashes, but either way, they leave you sweating and screaming.  The cause and triggers might not be known to the character, but must be hinted at in the history and explained to the GM through private messaging.  If a flash is triggered in combat, the player must roll a d12 and make a Willpower + Intelligence roll against it; if he fails, he must take -2 penalty to all attributes for the rest of the scene and lose a turn due to fear.<br/><br/><strong>Twitchy</strong> (Minor)<br/>Someone's out to get you; you may not be sure of who or what, but you definitely have cause to watch your back.  Probably.  You don't trust anyone and everyone is against you.  You're paranoid about everything, even to the point of worrying someone has put something in your drink when you've only glanced away for a second.<br/><br/><strong>Ugly as Sin</strong> (Minor)<br/>For one reason or another, you're hideous; you're ugly enough to earn this trait, and that's something.  Maybe not something to brag about, but something nonetheless.<br/><br/><strong>Weak Stomach</strong> (Minor/Major)<br/>The presence of blood, entrails, or corpses causes you to suffer -2 penalty to all attributes until either the disturbances or you are removed from the area.<br/><br/>Major traits must roll Vitality + Willpower against 6; failure causes the character to faint for 2d4 minutes.<br/></div></div><br/><span class="bbc_size" style="font-size: 16pt;"><strong>Other Attribute Information</strong></span><br/>When making combat rolls, it's up to you to use logic as to which two attributes should be rolled together.  For instance, you might use Agility + Strength to represent how hard and fast you use a bludgeon weapon (like a club).  You might use Agility + Alertness or Agility + Intelligence for a dagger; the first roll would represent a quick movement that you didn't have time to prepare for, and the latter for a sneak attack.  Willpower + Strength might determine whether or not you managed to kick a barrel at your opponent and Agility + Willpower would be the roll used to jump out of the way of said barrel.<br/><br/>Further combat rolls and information is listed in the Cortex Informational Thread, under Mechanics.<br/><br/><span class="bbc_size" style="font-size: 12pt;"><strong>Physical Attributes</strong></span><br/><strong>Agility</strong>- represents quickness and physical coordination<br/><strong>Strength</strong>- tells you how strong your character is<br/><strong>Vitality</strong>- measure of toughness and general health<br/><br/><span class="bbc_size" style="font-size: 12pt;"><strong>Mental Attributes</strong></span><br/><strong>Alertness</strong>- represents intuition and observation<br/><strong>Intelligence</strong>- smarts<br/><strong>Willpower</strong>- determination and force of personality<br/><br/><span class="bbc_size" style="font-size: 12pt;"><strong>Derived Attributes</strong></span><br/><strong>Initiative</strong>- Agility + Alertness; determines who goes first in combat<br/><strong>Life Points</strong>- Vitality + Willpower; used to determine damage