Character Traits

Each player may select a character trait from the list of available character traits during creation. Selecting a character trait is not mandatory. Character traits confer benefits to the character.

Many character traits come with a variety of consequences and balancing factors. Minor character traits come with roleplaying challenges. Major character traits come with roleplaying challenges and with penalties to your action points (your action points only add 1d4 or you only receive half as many as normal).

Character traits are intended to add an interesting, optional element for your character creation. Good examples of character traits from Omega World: The Flowers Chronicles are Marshall Flower’s telepathy (balanced with it’s own set of risks) and Dexter Kablowski’s nanite infection. Damon Slate later acquired a character trait when he was enhanced with advanced power armor implants.

Character traits marked [DM – Negotiable] can have benefits and drawbacks designed by the player in conjunction with the DM. Think of these as ways to expand your character choices.

Character traits marked [DM – Assigned] have attached backstory or other elements built into them. Pick these only if you are interested in having some extra elements added to your character. This will involve some character background elements that you might want to keep secret or hidden for some time. Accordingly, details will be revealed when you select the trait. If you are strongly against that background then you will have the option not to take the trait.

Feel free to suggest additional traits to the GM!

Available Character Traits are:

Suprisingly Well Equipped[DM – Negotiable]: You begin with extra equipment but will one day have to deal with the consequences of what you did to obtain this equipment.

Technologically Savvy[DM – Assigned]: You have access to technological skills that are no longer commonly possessed.

Mutation (Discernable)[DM – Negotiable]: You have qualities or abilities that ordinary people don’t have or understand, obtained because of mutation due to radioactive fallout. Your mutation is visible by looking at you.

Mutation (Hidden)[DM – Negotiable]: You have qualities or abilities that ordinary people don’t have or udnerstand, obtained because of mutation due to radioactive fallout. Your mutation is not visible by looking at you.

Metahuman Quality[DM – Negotiable]: Humanity was evolving rapidly before the drop and your ancestors were one step further along the path than most. You have qualities or abilities that ordinary people don’t have or understand. Unlike mutations, your abilities are natural but most people will not understand that.

Genetically Engineered[DM – Negotiable]: Neither mutation or evolution are to blame for your unique nature, only some asshole in a lab coat. You have some quality or ability that ordinary people don’t have or understand.

THIS IS NOT WHAT I SIGNED UP FOR! (Max 3, can only be selected at the beginning of the campaign)[DM – Assigned]: Your character has a unique perspective on the game world. You are also considered technologically savvy.

Nostrum mos no appareo [DM – Assigned]:Does not translate literally.

Beacon of Hope/Bringer of Darkness: Your character has the potential to become a shining beacon of hope in the world, but must walk the slippery precipice and also has the potential to become a terrible villain. May be selected at any time, may be selected in conjunction with another trait. No mechanical benefits but can be selected to indicate a role playing path you intend to pursue. Characters who become Bringers of Darkness will become NPCs.

Unavailable (In Play) Character Traits are:

Suprisingly Well Equipped

Coma Victim [Unavailable]

Genetically Engineered

THIS IS NOT WHAT I SIGNED UP FOR! [Unavailable]

Exarch Genome [Unavailable]

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Character Traits

Wastelands Veldran