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Tiny Frontiers House Traits
Tiny Frontiers House Traits
Traits List
Full List of Normal Traits
TRAIT CATEGORY, LISTING
01Animal
- 02 Expert Mental, 1 47 - 48 Insightful Mental, 11
03Armor
- 04 Proficient Combat, 1 49 - 50 Inspirational Mental, 12
05Athletic
- 06 Physical, 1 51 - 52 Intimidating Physical, 7
07Barfighter
- 08 Combat, 2 53 - 54 Jumper Physical, 8
09Berserker
- 10 Combat, 3 55 - 56 Linguist Mental, 13
11Born
- 12 Fighter Combat, 4 57 - 58 Marksman Combat, 9
13Brawler
- 14 Combat, 5 59 - 60 Martial Artist Combat, 10
15Bureaucratic
- 16 Mental, 2 61 - 62 Mechanical Genius Mental, 14
17Charmer
- 18 Mental, 3 63 - 64 Medical Expert Mental, 15
19Computer
- 20 Specialist Mental, 4 65 - 66 Negotiator Mental, 16
21Cool
- 22 Nerves Physical, 2 67 - 68 Opportunist Combat, 11
23Dark-sight
- 24 Physical, 3 69 - 70 Perceptive Mental, 17
25Deceiver
- 26 Mental, 5 71 - 72 Quick Shot Combat, 12
27Defender
- 28 Combat, 6 73 - 74 Resolute Physical, 9
29Demolitions
- 30 Expert Mental, 6 75 - 76 Rouser Combat, 13
31Diehard
- 32 Physical, 4 77 - 78 Sense Trouble Physical, 10
33Disciplined
- 34 Mental, 7 79 - 80 Skulduggery Physical, 11
35Educated*
- 36 Mental, 8 81 - 82 Sneaky Physical, 12
(must be specified 83 - 84 Strategic Combat, 14
by discipline) 85 - 86 Streetwise Mental, 18
37Engineer
- 38 Mental, 9 87 - 88 Strong Physical, 13
39Etiquette
- 40 Mental, 10 89 - 90 Studious Mental, 19
41Fleet
- 42 of Foot Physical, 5 91 - 92 Survivalist Mental, 20
43Heavy
- 44 Weapons Combat, 7 93 - 94 Tough Physical, 14
Expert 95 - 96 Vehicle Master Physical, 15
45Indefatigable
- 46 Physical, 6 97 - 98 Vigilant Combat, 15
Infiltrator Combat, 8 99 - 00
2
14. Tough: You gain 2 additional Hit Points.
15. Vehicle Master: Any Tests while driving a specific
vehicle type are done with Advantage. Choose a non-
Starship type such as Skimmerbikes, Sledcars, or Haulers.
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Combat Traits
1. Armor Proficient: You are trained in using Armors.
You gain a suit of Light Armor and can use it to Soak
damage instead of HP. You must “learn” this Trait a
second time to be trained in Heavy Armor.
2. Barfighter: You can select Improvised Weapons as a
Weapon Group to be proficient; when fighting with any
Improvised Weapon, you get one extra Action each turn.
3. Berserker: When attacking with a Melee Weapon,
you can choose to attack with Disadvantage. If you do
and succeed, you deal 3 damage instead of 1.
4. Born Fighter: When combat starts, before initiative is
rolled, you may immediately take 1 Turn (2 Actions.)
5. Brawler: If you are fighting Unarmed, you Evade with
2d6 (instead of 1d6.)
6. Defender: When an adjacent ally is hit, before Evade
Tests are made, you may choose to have that attack hit
you instead.
7. Heavy Weapons Expert: As one Attack action, you
may attack with a Heavy Ranged Weapon to hit one
target, and if successful, the two targets nearest to your
initial target (ally or enemy) receives the same damage
minus 1 (minimum of 1).
8. Infiltrator: Gain Advantage on Tests to locate, disarm,
and detect ambushes and traps. You also gain Advantage
on Save Tests to avoid traps.
9. Marksman: When using the Focus Action, your next
attack with a Ranged Weapon is successful on a Test of 3,
4, 5, or 6.
10. Martial Artist: You can select Unarmed as a Weapon
Group to be proficient, with a martial arts style as your
Mastered Weapon. You ignore penalties for unarmed
damage.
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11. Opportunist: If an enemy within range fails to hit
with an attack against you, you may immediately make
an attack with Disadvantage against that enemy.
12. Quick Shot: When fighting with a Light Ranged
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Mental Traits
1. Animal Expert: Test with Advantage when interacting
with small critters or beasts of burden. Animal companions
do not enter combat unless trained, and you must spend an
Action to command an animal to use its actions in battle.
2. Bureaucratic: Gain Advantage when Testing to uncover
information or navigate within “the System.”
3. Charmer: Gain Advantage for Tests of persuasion,
flattery, or appealing to a target’s better nature. Useful
for turning negative reactions to mild, or from mild to
friendly.
4. Computer Specialist: Gain Advantage when per-
forming data retrieval, using imaging systems, or with
encryption/ decryption. This includes hacking cybernetic
and AI systems or robotic constructs. If your Test is
successful, these targets must make a Save Test or lose all
Actions until they make a successful Save Test at the start
of their turn (in which they can act again). If they succeed,
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they lose one Action the next time they would act.
5. Deceiver: Test with Advantage when attempting to
bluff, con, impersonate someone, or mislead a target.
6. Demolitions Expert: Test with Advantage when
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identifying, placing, or defusing explosives.
7. Disciplined: You can resist temptation and also
overcome feelings of panic or loss of resolve. Test with
Advantage on Save tests of this sort, including to resist
Charmers and Deceivers.
8. Educated: You gain Advantage when checking to
see if you know specific information. If you don’t know
something, you do know the best place to find it. Must
specify an Educational field/ subject, below. You can
choose this Trait again for additional fields/subjects.
9. Engineer: When you are maintaining, managing, or
repairing Structure to a starship, you gain Advantage
when needed. Once per day, you can make a Test with
Advantage. If successful, you can restore 1 Structure
point if outside a dock or spaceport.
10. Etiquette: You have a calculating under standing
that comes from your experiences of high society. You
can Test to turn a target from unfriendly to helpful, or
likewise to uncover helpful rumors or information to
help your current situation.
11. Inspirational: Others gravitate to your presence. As
a Action, target an ally who can Test as if using Focus on
their next action.
12. Insightful: You gain Advantage when Testing to tell
whether someone is truthful or lying, or to discern your
target’s emotional state.
13. Mechanical Genius: When you are maintaining,
managing, or repairing equipment, you gain Advantage.
Once per day, you can make a Test with Advantage. If
successful, you can restore 1 Depletion point to any object.
14. Linguist: You have a gift for languages. You know
several of the most common languages and can Test with
Advantage to decipher those unfamiliar to you. Test with
Disadvantage to crack ancient or esoteric ones.
15. Negotiator: Gain Advantage when bargaining.
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Useful in both political and economic situations.
16. Streetwise: You have an instinctive understanding
that comes from your experiences of underworld
elements. You can Test to recall or to uncover helpful
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Educational Fields/Subjects
1. Anthropology & Cultures 9. Mathematics
2. Astronomy & Star Systems 10. Medicine / Biology
3. Botany 11. Physics / Kinetics
4. Chemistry 12. Psychology
5. Ecology / Environmental 13. Systems Design
Science 14. Virology /
6. Geology Geningeering
7. History 15. Zoology
8. Industrial Design / Architecture
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Special Traits (Cyber/Xeno)
These special traits can be taken by Cybes, Droids,
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or Xeno heritages. They can be “flavored” to represent
cybernetic enhancements or other machinery replacing
organic parts (Cybes), specialized or advanced built-in
systems (Droids), or purely organic special powers (Xeno
heritages.) A character can only have 2 of the following
Traits.
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tail, or whatever), allowing you to do one extra Attack or
appropriate action at Disadvantage per turn.
10. Hidden/Retractable Weapon: As an Action,
deploy a cybernetic weapon (or extend natural weaponry,
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8
Special Traits (Psionic/Xeno)
These special Traits represent psionic talent or a
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similarly supernormal ability. AIs, Droids, Cybes, or
Holograms cannot take these abilities. When you choose a
Trait with powers listed under it, you gain that discipline
and all the powers; however, each time you use a power,
you must make a successful Test or the Action is wasted. You
can choose a Mastery in any one power in the category, in
which you Test with Advantage (or at 2D6, if normally at
Disadvantage) but are restricted to the single power.
9
unlock chilling powers. Powers include:
• Chill: Make an Attack. If successful, the target takes
damage as normal, and Disadvantage on their next
Test.
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10
your appearance to that of another person. Normal
clothing cannot be duplicated. Make a Test to deceive
or pass yourself off as someone else.
• Animal Morph: You change your form into that of an
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animal roughly the same size as you are. You may
gain Advantages as if you possess Traits relevant to
the new form, as determined by the GM, but you also
have limitations and cannot verbally communicate.
8. Pyroforce: You can use the power of the mind to
unlock fiery powers.
• Burn: Make an Attack to deal damage at Close Range.
Treat damage as if Heavy Ranged (+1 total damage.)
• Ignite: Make a Test with Disadvantage. If successful,
you can cause any object roughly your size or
smaller to burst into flames. Anyone who touches
these flames suffers 2 damage for the round. To
put out the flames, they must successfully Test with
Disadvantage.
• Extinguish: You cause any flame or heat- based
action to cool and cease.
• Conflagration: Make a Test, with Disadvantage.
Everything within arms’ reach (or one zone) of you
takes 3 Damage. You take 1 Damage.
9. Telekinesis: This ability focuses on using the power
of the mind to move things, often at damaging or high
speeds.
• Blast: Test to deal damage at Close or Near zones.
This Test is subject to all the rules of an attack. You
may Test with Disadvantage to deal a minimum 3
damage instead.
• Hurl: As an action you may move any object weighing
as much as you without Testing. To hurl it violently,
you must make a successful Test. To hurl any object
heavier than you, you must make a successful Test
with Disadvantage.
• Shatter: Test with Disadvantage. If you are successful,
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all enemies you can see take damage.
• Shield: Test. If successful, you may Evade with 2d6 until
the start of your next turn. If you choose to Test with
Disadvantage and are successful, you Evade with 3d6
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12
Jedi Force Traits
The following Traits belong only to those wishing
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to become a Jedi. Each Trait represents one tier on a
pathway to higher mastery. Characters begin with the
Force Sensitive Trait and may add the next highest Trait
if they have available choices at character creation or
when using experience points to level up. It is possible
to choose related Special Traits in addition to these (such
as having “Telekinetic” as a discreet Trait, representing
extra training spent to specialize in this aspect), but they
also must be chosen as separate Traits during character
creation or by leveling up.
When leveling up, this presumes you are an apprentice
under a Master’s regular teaching; without a Master, you
cannot gain the next higher tier nor add related Special
Traits.
When you choose a
Force Trait Progression Force Trait, you gain that
skill and all the powers
• Force Sensitive listed; however, each time
• Force Wielder you use a power, you must
• Force Master make a successful Test or
the Action is wasted. You
• One With The Force
can attempt to use a power
listed under a higher-tier
Force discipline that you do not know, or attempt a power
not listed under your skill, only at the GM’s discretion.
Such attempts are tested with Disadvantage and suffer
the loss of 1 Hit Point regardless of success or failure.
1. Force Sensitive: You have a natural connection the
energy of the universe that binds everything together.
Whether unconsciously or merely rudimentarily, you
have you have an extrasensory awareness about the
world and can move among its energy.
• Battle Reflexes: As an action, place yourself in a
meditative state. For the next three actions, your Test is
successful on a roll of 4, 5, or 6.
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• Force Push: Make a Ranged Attack, sending a wave
of Force outward into Close and Nearby zones (25-feet,)
forcing opponents to make a Save Test or be pushed back
one zone.
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during this evasion, a successful Evade Test redirects
the attack randomly around you and you suffer no
damage. You can redirect the attack to a specific location
but must forfeit your first action on your next turn.
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• Force Stasis: As an Attack action, mentally grip a
Close or Near target, raising them off the ground, negating
their Move actions. If you choose, the target must make
a Save Test or suffer 1 point of damage. The target is
released at the start of your next turn unless you forfeit
an action to maintain the stasis (which allows another
Save Test) or you are made to lose concentration.
• Mind Trick: Test to make a verbal suggestion that
mentally influences your target to adopt a singular
thought or action. A “Weak-minded” individual does not
get a Save Test in response. The suggestion automatically
fails if it is too extreme or too complex as to be outside
their conception.
4. One With The Force: Your attunement has
developed to make you an essential part of nature of the
Force.
• Force Bond: Create a powerful connection between
yourself and another, provided they have the Force
Sensitive Trait or a higher tier of Force. You can verbally
communicate with your bond as if you are in Close range,
regardless of actual distance. You can also sense remotely
through each other’s senses and can pass small (Light,
I) objects between you. If the bond was made with an
unwilling target, the target may perform a Save Test to
resist any bond actions.
• Force Healing: As an action, restore up to 4 Hit Points
(or 2 Soak) to yourself or to another. You can heal up to
four targets if you restore 1 Hit Point to each (no Soak
healing in this case.)
• Force Projection: Spend 1 Hit Point to create an
illusory doppelgänger of yourself that can be transmitted
over distances. Sustaining the illusion over a period of
time or over great distances suffers the loss of additional
HP, as determined by the GM. The illusion can perform
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physical actions and has 5 Hit Points of its own (and no
Soak conditions.) At zero HP, the illusion is dispelled.
• Force Spirits: Communicate with those who have
also become One with the Force, even those no longer
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16
Trades / Professions
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Trade / Professions: You have knowledge and expertise in
the area of your Trade (or perhaps it was a former Trade, or
a family Trade) and gain Advantage in situations you can
put your experience to use. `
1. Artist, or Writer
2. Bounty Hunter
3. Business person, or Accountant
4. Criminal, Smuggler, or Black Marketeer
5. Diplomat
6. Homesteader, or Living Off the Grid
7. Independently Wealthy, or Heir to Fortune
8. Journalist
9. Law, or Law Enforcement
10. Merchant, Profiteer, or Business person
11. Military, Rank Soldier, or Trooper
12. Miner, or Mechanic
13. Missionary, or Chaplain
14. Performer, or Celebrity
15. Politician, or Public Relations
16. Ranger, or Field Explorer
17. Royalty, or Royal in Exile
18. Scientist, or Field Researcher
19. Ship-born, or Crew Lifer
20. Software Programming
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Drives / Beliefs
Explorers all have a driving principle, a simple statement
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