From Traditional Games Wiki
Experience
| Acrobatic!
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2
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| Personal experience. +2d on rolls made to climb, swing, or otherwise move in an unorthodox fashion.
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| At some point in your life you've spent a great deal of time training your body to flex, bend, spring, and perform admirably in feats of agility. Far be it for us to question why you'd bother, although honestly we're all thinking it. Maybe it'll come in useful? Who knows!
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| Fighting!
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2
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| Personal experience. +2d on rolls made to cause damage in combat.
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| You grew up tough! Scrapping in the streets, or wrestling alligators for a quick dollar. Maybe you were trained by some top secret organisation to be a deadly fighting machine. Was it us? Jeez, it might have been us. Someone bring us the right personnel file... with no sudden moves. This one's dangerous.
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| Mighty!
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2
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| Personal experience. +2d on rolls made to lift, push, or otherwise physically manipulate objects, people, or animals.
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| Not content with your powers of the mind, you've developed powers of the physical form. Rippling pectorals, biceps like steel cables. We're totally not going to deride that kind of thing as the domain of stupid know-nothing jocks who should be off playing sports. Really, we're not. Especially not because we're afraid of you stuffing us in a locker.
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| Quick!
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2
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| Personal experience. +2d on rolls made to move by running, swimming, or levitating.
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| When someone says fast, they look to you, because you are fast like greasy lightning. Light on your feet even when you're not on your feet. Look at you go! You're a regular supersonic psychic, aren't you?
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| Science!
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2
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| Personal experience. +2d on rolls made to understand science, conduct research, or fix equipment.
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| Science is cool, and you know science. Mathematics, physics, biology, chemistry, geology... uh... all the rest of them, too. Just a huge bunch of brainy degrees and doctorates and all that jazz. Just keep it in your labs, poindexter, we don't need experiments out in the field. Except when we do.
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| Smooth!
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2
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| Personal experience. +2d on rolls made to coerce, convince, or otherwise manipulate another person.
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| You're cool as a cucumber, the cat's pajamas, the bee's knees, and a whole bunch of other idioms which are probably more hip than we're managing to be. Maybe even as hip as you! All right, we'll stop. But you've got charm, charisma, attitude, the right moves. Have you... have you ever kissed someone? Like, on the mouth? For real? With tongue, even? You totally have, I bet you have.
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| Sneaky!
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2
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| Personal experience. +2d on rolls made to do things while hidden.
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| Listen up, scrubs, a Psychonaut is a secret agent, with an emphasis on the secret part, and an emphasis on the agent part. But mostly the secret part. Be cautious, don't get caught, and for the love of all things holy, stop introducing yourselves as "international secret agents" at bars. It's seriously hurting our capability to operate in secret.
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| Trivia!
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2
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| Personal experience. +2d on rolls made to recall knowledge under any category.
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| Quiz shows beware, because someone's got a near-encyclopaedic repository for useless junk information! Sports scores, historical dates, the ingredients to Ukranian folk dishes, it's all contained within an otherwise unremarkable mind. Except for the whole "having psychic powers" thing, which... probably explains why you were banned from all those quiz shows. Goddamnit.
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Quirks
| Airhead
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2
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| Quirk. Two guaranteed successes when using Levitation.
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| Someone's personality quite often reflects their grasp and understanding of psychic techniques. A light and detached approach to worldly concerns can signify a firm command over levitation, reflecting the ease in which they can rise above common concerns, or that their head is too empty to weight them down.
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| Artistic
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4
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| Quirk. Can produce and maintain two objects at the same time using Apparation. Requires 3d Psyche.
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| A truly creative individual can conceptualize on a level greater than the average person, and a creative psychic is exponentially more powerful because of this. Their mind is their playground and their memories are like weapons in their hands. Being able to reshape the fundamental psychic energy around them to create twice as many apparations than the usual psychic makes them well sought-after.
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| Cautious
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2
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| Quirk. +2d on initiative rolls. Requires 2d Senses.
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| Those who are always alert are more ready for trouble when it comes. They may also be jumpy, paranoid, and not fun to be around. But they're always slightly more ready than the average person. Usually.
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| Daredevil
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2
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| Quirk. Reduces any psychological penalty by 2d to a maximum of 1d.
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| Some people find danger exciting, push their limits, and are generally a little crazy. But sometimes a little crazy can be a good thing, especially when holding back could be even worse. Only the most foolhardy of actions, the most dangerous of situations, will breathe a whispered "hey, maybe don't do that" into the ear of the daredevil.
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| Dreamer
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2
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| Quirk. Confusion penalty reduced by 2d.
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| Those with neat and organised minds tremble before chaos, for it throws all their careful plans and schematics into ruin. Those with chaotic minds don't notice so much. It's kind of like trying to burn a fire, or drown a bucket. Something like that, anyway. What were we talking about?
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| Hot-Headed
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3
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| Quirk. +3d additional hits, +1d bleed (fire) when using Pyrokinesis.
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| A lot of people don't understand that it's passion that fuels pyrokinesis, the burning desire to see things burning. Someone with a great love of ignition and a callous disregard for personal safety and the wellbeing of others will go far as a master of pyrokinesis. Just make sure it's not right into a padded cell.
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| Kleptomaniac
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3
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| Quirk. +5 equipment points.
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| By some strange and mysterious way, wink wink, you've managed to find yourself with more stuff than most people, nudge nudge. That's fine, it's perfectly normal for someone to find themselves a little fascinated with possessing things, just hand back the wallet before you get in trouble.
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| Obsessed
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3
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| Quirk. Clairvoyance does not require line of sight.
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| What kind of mind can tap into someone else's without the need for a focus? When their mind is that focus, of course. Every minor detail of the target, by which I mean subject, has been committed to memory. Their appearance, mannerisms, likes, dislikes, the time they wake up, the time they pass by their bedroom window, the smell of their hair on the brush we stole the other week, the raw and... uh... just remember not to get too obsessed, all right? We'll know. Because we're watching you. Always.
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| Persistent
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3
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| Quirk. If you fail a roll, you can remake the roll instantly at a 1d penalty. Limited to one reroll attempt per roll.
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| Stubbornness can be a useful trait sometimes, especially amongst those smart enough to realise they must be right, even if they aren't right at this specific point in time. While trying the same thing over and over again may lead to a complete breakdown, a quick double-check can sometimes yield a positive result.
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| Repressed
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3
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| Quirk. +3d when attacking with PSI-Blast or PSI-Punch.
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| Bottling up your anger is unhealthy - for others. It's like stoking up a furnace, a furnace that powers your combat-capable PSI powers so you can hit like a freight train. An angry, troubled young freight train with issues. But still a freight train. Choo choo, all aboard for pain!
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| Self-Confidence
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3
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| Quirk. +5 Endurance when in a Mental World.
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| Your astral form is not just a representation of yourself in the Mental World, it is a representation of how you see yourself. A healthy dose of faith in oneself, one might even call it smugness, can reinforce your mental health and make you just that much harder to stamp out when you're intruding on someone's subconscious.
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| Space Cadet
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4
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| Quirk. Can send and receive messages via Telepathy from any range, including beyond long range. Telepathy at long range or greater requires a psychoreactive focus.
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| If there's anyone else out there in the universe, you're gonna find out first. Your head is in the clouds, not literally, but mentally. If everyone else's brain is a walkie-talkie, yours is a radio telescope, capable of receiving messages from anywhere, everywhere, anyone, anytime. However, anyone wanting to get in touch with you from far away better have the right psychoreactive focus, otherwise their message is going to get lost in the ether.
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| Threatening
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3
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| Quirk. +1d when defending when not dazed.
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| There are those people who just have a particular way of looking, or holding themselves, that makes them look nothing like a victim. They could be short or tall, but their natural composure and bearing sends a message to would-be attackers: don't you try anything or you will regret it very quickly.
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| Timid
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2
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| Quirk. Using Invisibility is a free action.
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| When you're shy, it seems like the whole world ignores you. When you're a shy psychic, it does. You're turning invisible subconsciously, genius. Get a lid on those self-image problems, stop slouching, and maybe you won't disappear from sight every time someone looks in your direction. Or don't do that, invisibility's useful and exploiting your mental problems is pretty much what we're all about.
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Scars
| Ancestral Memories
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0
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| Scar. Mental World is inhabited and affected by one or more representations of the owner's ancestors, via genetic memory.
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| We all have memories of those who came before us, but more than might be imagined. Stuffed in some corner of humanity's junk DNA are genetic memories, tiny encoded packets of self left behind by your forebears. Usually they are dormant, happy to let you go about your business, but they can awaken under conditions of extreme stress and traumatic breaks. Once they're up, they're hard to put back, especially if the reason for their awakening hasn't been dealt with. While it might be nice to speak to grandpa again, having the old guy in your head 24/7 can be difficult.
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| Deathwish
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0
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| Scar. Mental World is a deathtrap riddled with highly dangerous situations, devices, etc. that can be obvious or hidden in plain sight.
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| Wanting to die might be a bit of a drawback in a Psychonaut, or so you might think, but in actuality the willingness to throw oneself into ludicrously dangerous situations is right near the top of the list of attributes of a good secret agent. Having a deathwish makes you realize not only the fragile nature of life, but the multitude of ways in which everyday household objects can be repurposed to induce the sweet and blissful release you crave. Not that you'd sully yourself with such a mundane expiry, but it's always fun to think about, and think about it you do, to the point where your Mental World is out to kill you and everyone in it.
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| Guilt
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0
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| Scar. Mental World has two sections: the normal overworld, and a hidden, darker sub-world full of nightmares.
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| While it's true that most people have done things that they're not especially proud of, very few people experience real guilt. The kind of guilt that twists like a knife in the lonely hours of the night, claws at every waking moment, and must be forced down and kept locked away. Just pray to God that it doesn't get to you in the middle of a mission, because that would be pretty awkward for everyone involved.
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| Insomnia
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0
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| Scar. Mental World is disconnected and hard to navigate, with shifting landscapes and events that make no sense.
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| Sleep is overrated, who needs it? Everyone, apparently. Which means that your troubles getting a good eight hours of shuteye are something of a problem. Although they do pale in comparison to your troubles getting a good four hours of shuteye. Your Mental World becomes a waking dream, that flows with strange dream logic, nowhere near as solid and dependable as your more well-rested colleagues.
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| Mania
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0
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| Scar. Mental World revolves entirely around one thing, which seeps into every corner and can alter the construction of the Mental World itself.
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| There's a particular thing you like. You like it a fair bit. Maybe it wouldn't be too rash to say that you love it. Or that you're so consumed with it that it occupies your every waking thought. Almost every waking thought. Maybe one in ten. One in five. The medication is working, honest. It really it. Don't pay any attention to how your Mental World is just completely full of so many... maybe another pill, just to be on the safe side.
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| Nightmares
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0
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| Scar. Mental World becomes a twisted parody of itself when the owner is asleep, or when the right trigger is hit.
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| There are nights when you wake up in a cold sweat. Those are the good nights. The other ones are where you sit bolt upright, screaming, and refuse to sleep again. To say you have nightmares is like saying that a mountain has height. You have nothing but nightmares. While your Mental World seems to be the picture of perfection at first glance, it's a different story when you're experiencing a nightmare, as everything becomes horrific and unnerving. But the good news is, you don't even have to be asleep for that to happen! Wait, no, that's not good news at all.
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| Phobia
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0
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| Scar. Mental World considers the object of the phobia to be unstoppable and deadly.
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| You have a phobia. Spiders, heights, fire, something like that. The point is, regardless of its real world status, your Mental World treats it as public enemy number one. The most lethal thing ever to exist. Every puddle is an ocean, every fire an inferno, every spider a rabid monstrosity. Can spiders catch rabies? Your mind thinks they can, and that's all that matters. Anyone entering your Mental World is going to have to prepare themselves to face and all instances of your phobia, and your phobia is never going to be far from your mind.
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| Self-Loathing
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0
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| Scar. Mental World treats owner as a foreign entity at all times, and will actively work to hinder all positive progress and feelings.
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| You hate yourself, a lot. You hate yourself like other people might hate you, which you assume they do, because you have no self-worth. The variety of ways in which you despise your miserable existence are too detailed and numerous to begin listing here, so let's sum it up: you hate yourself so much that your own Mental World thinks you're a loser. You'll be kicked about, pushed around, and otherwise tormented by creations of your own psyche. That's actually kind of sad, really.
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| Shattered Psyche
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0
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| Scar. Mental World becomes at least three separate but connected Mental Worlds that seem to belong to different people entirely.
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| You're a perfectly mentally healthy person. In fact, you're better than that! You're several perfectly mentally healthy people. Who just so happen to share a body and mind, if not an identity. So you now have Mental Worlds that are each a separate part of your mind, occupied by a separate personification. Which one is the real you? Maybe none of them are. Maybe all of them are. But so long as at least 50% of your identities are competent secret agents, you're fit for active duty!
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