This are traits borrowed from CUF
Several of them have been modified to fit changes I’ve made to the Unisystem, and do to changes they made to the Unisystem.
At Character Generation you may select up to TWO traits. These are balanced, 0 point qualities, but you may only ever have two of them.
Your metabolic rate is twice as normal. That means that you are much less resistant to radiation and poison, but your body will heal faster. (-4 on Con checks again radiation/poison, +4 to natural heal rolls.)
A little slower but a little bigger. You may not hit as often but enemies will feel it when you do! Your total action
points are lowered but you do more melee damage. (-2 to melee attack rolls, +3 to melee damage.)
You are not quite as big as the other members of your community, but that never slowed you down. You can’t carry as much but you are more agile. (+1 Dexterity, -50 lb carry weight.)
One of your hands is very dominant. You excel with single handed weapons but two handed cause a problem. (+2 to attacks with one-handed weapons, -2 with two-handed weapons, or while using two weapons.)
Your attacks show a lot of finesse. You don’t do as much damage but you cause more critical hits. (-3 to damage, attack die explodes on 9 or 10.)
By not paying attention to any threats you can act a lot faster in a turn. This makes it harder to dodge incoming attacks, but you sequence much faster in combat turn. (-2 to defense maneuvers, +5 to initiative.)
You swing harder, not better. Your attacks are very brutal but lack finesse. You rarely cause a good critical hit but you always do more melee damage. (
You don’t have time to aim for a targeted attack, because you attack faster than normal people. It costs you one less action point to use a weapon. (+4 to initiative, no targeted attacks.)
The good thing is that everyone around you has more critical failures in combat. The bad thing is so do you.
(Everyone nearby, friend and foe, gets effected by the “Rule of 1” on 2s as well.)
You studied less combative skills as you were growing up. Your combat skills start at a lower level but First aid, Doctor, Speech and Barter are substantially improved. (-1 to rolls for Melee, Guns, Explosives, Energy Weapons, Unarmed, but +1 to rolls for Medicine, Speach, Science, Repair.)
You are more easily addicted by drugs. Your chance to be addicted by drug is twice normal, but you recover faster from their ill effects. (-3 to resist addition, side effect time halved.)
Drug Resistant Drugs only affect you half as long as normal, but your chance to be addicted is also only at 50% of normal. (Chem’s effect time is halved, +3 to resist addiction.)
You’ve got the “right stuff”. Members of the opposite sex are attracted to you, but those of the same sex tend to become quite jealous. (+2 to Influence rolls vs. opposite sex, -2 vs. same sex.)
Since you spent more time improving your skills than a normal person, you gain more skill points. However, you are less likely to rely on natural abilities. (+10 skill points at character generation, -10 quality points).
You have more innate abilities than most, so you have not spent as much time honing your skills. Your attributes are better than the average person, but your skills are lacking. (+5 Attribute points, -10 skill points.)