As characters increase their Ability scores they gain access to certain traits that grant them enhanced performance in certain areas. These traits, which vary in behaviour depending on the linked Attribute, are acquired automatically as the Ability rank increase and can sometimes be exchanged or expanded upon.
Body
- The traits for Body-linked Abilities are called Knacks. They represent a character’s natural inclinations with regards to the use of the Ability.
- Each Ability has at least five knacks.
- Characters automatically gain one knack for each Ability they have at or improve to ranks 4, 7 & 9. Thus characters can have a maximum of three knacks per Ability.
- Knacks are highly situational, providing a bonus (or negating a penalty) for any rolls made with the Ability when the appropriate condition applies.
- It is possible for character to exchange one knack for another, but this process is neither quick nor easy.
Examples: the Bedroom Eyes knack gives the character +1 die bonus to Persuade attempts specifically meant to seduce another character; the 0g Combat knack for Melee reduces the penalties to make attacks in no- or lo-gravity environments by up to 2.
Magic
- The traits for Magic-linked Abilities are called Spells. They are specific methods of manipulating mana that the character has learned to the point that they are almost second nature.
- Spells are more efficient (both in terms of their mana cost and effect strength) than raw magic used to perform the same effect, but they lack flexibility.
- There are three tiers of spells, to which characters can use when their appropriate Ability is at or improved to ranks 4, 7 & 9. When a character gains access to a new tier they learn one spell of that tier for free. Additional spells can be learnt and there is no limit to the number of spells a character can know per tier.
- There are multiple spells per tier for each Ability.
- Some spells have a “Sorcery” version, which is used when a sorcerer enacts that particular spell.
Examples: The Warding tier 2 spell One Way Wall creates a unidirectional barrier in front of the character that can absorb incoming fire (to a total of 10 damage) while not restricting his or his allies ability to return the favour. If enacted by a sorcerer then the barrier has 3 armour and can be twice the size.
Tech
- The traits for Tech-linked Abilties are called Upgrades. They represent the way that a character’s neural suite will adapt and evolve in response to their use of it.
- Each Ability has at least five upgrades.
- Characters gain one upgrade for each Ability they have at or improve to ranks 4, 7 & 9. Because the neural suite enhances itself over time when a character gains a new upgrade for an Ability all existing upgrades increase in strength by one level. Each upgrade therefore has three levels.
- A character’s upgrades grant them access to advanced technology, faster manipulation of devices and specific means of bypassing safeguards (amongst others).
- Characters who have followed the path of the Chimera and have exchanged their Tech Attribute for Nano gain one advantages; all of their upgrades for that Ability stay at the maximum level for their rank instead of just the oldest.
Example: the Spoof upgrade for Code enhances the character’s aptitude at convincing sensor systems to show what the character wishes them to show - Spoof I grants a simple +1 die bonus to such attempts; Spoof II inflicts a 2 die penalty on attempts by the system to notice a failed attempt; Spoof III allows the character to create semi-automonous spoofing routines that can move through the datanets for a period of time.