Quote Originally Posted by Calix View Post
Here's my current submission. Still needs a lot of work however so any suggestions will be appreciated.

Name
: Avira
Race/Gender: Wind Elemental [+3]
Inherent Traits: Magic Wielder [Wind, Arcane, Lightning]
Incompatible Traits: Light/Mild/Major Cybernetic Augmentation, Psionic, Biologist, Glitchy, Fuel Guzzler, Paraplegic
Traits: Silver-tongued [+1]
Charismatic [+1]
Leadership [+2]
Stubborn [+1]
Efficiency [+1]
Musical [+1]
Visual Artist [+1]
Regenerative [+2]
Unstoppable [+3]
Geologist [+1]
Compulsive [-3]
Addict [-1]
Lightning Rod [-1]
Heroic Compulsion [-1]
Claustrophobia [-?]

Spoiler : Possible traits :

Durable
+2 point

You are much more pain tolerant and durable than other entities for whatever reason, allowing you to withstand tougher blows and recover quicker than others.

Incompatible with: Feeble


Leadership
+2 Points

You are a natural leader for whatever reason, your party performs slightly better in every way while you are with them and conscious.

Incompatible with: Lone Wolf


Stubborn
+1 Point

You are incredibly bull headed for whatever reason, granting you additional willpower and resistance to mental attacks.

Incompatible with: Weak Willed, Humble

Strong
+2 Points

You are incredibly strong for whatever reason, granting you increased melee power, and allowing you to wield and use weaponry and armor that would otherwise be unwieldy.

Incompatible with: Weak


Addict
-1 Point

You are addicted to a substance and you will have cravings for that substance every so often, being unable to sate your craving will result in negative effects.


Myopia
-1 Point

It is difficult to see things that are far away, causing you to be vulnerable to longer ranged attacks and less awareness of your environment.

Incompatible with: Eagle Eye

Eagle Eye
+1 Point

You have more advanced sight than normal, allowing you to see further away.

Incompatible with: Myopia, Blind

ForgeMaster
+2 Points

You have the ability to create advanced weaponry and armor from raw materials, you will be a valuable asset to your party and able to make money off of your equipment.

Magic Wielder
+1-3 Points

You have the ability to use and manipulate magical energies around you.

Please choose 1-3 schools of Magic (X points equal X schools.)
Elemental Enchanting: Allows magical enhancement of equipment
Flame Magic: The manipulation and creation of Fire and lava.
Frost Magic: The manipulation and creation of Ice.
Wind Magic: The manipulation of air flow.
Void Magic: The manipulation of the Void (Frowned upon by NPCs). Void Magic allows for incredibly powerful abilities that are of a more evil nature.
Earth Shaman (two schools): Allows manipulation of rock and lower lifeforms.
Voodoo (two schools ): Enables the ability to curse your foes, debilitating them, and resurrection of the dead.
Holy Magic: Enables blessing your allies and smiting your foes, eventually the ability to resurrect the dead.
Arcane Magic: The ability to teleport yourself, cast wards, and shoot basic projectiles.
Demonology: The ability to summon demons from other planes of existance to fight for you, also allows control of creatures of the same nature.
Mind Magic: The ability to manipulate the minds of those around you, to a limited extent.
Lightning Magic: The ability to manipulate and create electricity, to a limited extent.

Incompatible with: Psionic


Weak
-2 Points

You are physically weaker than normal, you deal less melee damage than normal, and you cannot wield heavy equipment.

Incompatible with: Strong, Unstoppable


Feeble
-1 Point

You are more physically vulnerable to attacks, you take more damage than normal, and recover slower than others.

Incompatible with: Durable, Unstoppable


Musical
+1 Point

You have increased affinity for musical instruments and music in general.

Incompatible with: Advanced Hearing, Deaf from Birth, Deaf by Trauma, Hard of Hearing

Heroic Façade
+1 Point

You are respected by NPCs, more quest opportunities will be available for you and your party while you're present.

Incompatible with: Public Enemy #1


Heroic Compulsion
-1 Point

You are compelled to help others. Your rewards for questing are lowered if people take advantage of it.

Incompatible with: Public Enemy #1


Elusive
+1 Point

You are much more difficult to notice in general, allowing you to sneak up on enemies and avoid detection easier.


Military
+2 Points

You have vigorous military training, increasing your proficiency with weaponry of all kinds.

Incompatible with: Pacifist

Berserker
+1 Point

You have the ability to go berserk, increasing your proficiency with weaponry of all kinds, yet slightly increasing the chance of friendly fire.


Unstoppable
+3 Points

You are incredibly difficult to hold down or stop, increasing your resistance to stuns and things of a debilitating nature. Easier to break from physical or mental restraint. Mildly increases your melee damage.

Incompatible with: Feeble, Weak, Weak Willed


Pacifist
-2 Points

You have never wielded a weapon in your life, severely decreasing your proficiency with weaponry of all types.

Incompatible With: Military


Hunter
+1 Point

You have lived off of wild animals before, increasing your proficiency with rifles, and enabling you to create snares of all sorts.


Honorable
+1 Point

You have greatly increased proficiency with melee weapons, shielding, and heavy armor. In addition you have the respect of NPCs. Lying, stealing, or murder in cold blood will negate this bonus for a while.

Incompatible with: Dishonorable

Dishonorable
+1 Point

You have greatly increased proficiency with "cheap tactics", however NPCs have less respect for you. Honorable acts will negate this bonus for a while.

Incompatible with: Honorable


Lightning Rod
-1 Point

You have a have a tendency to be targeted by hostile NPCs, reducing the chance other members of your party will be targeted.

Incompatible with: Lucky


Night Owl
+1 Point

Your vision is not reduced as much in low light settings, allowing you to see better than normal. You also do not have to sleep as much.

Incompatible with: Blind, Dinural

Charismatic
+1 Point

You are more attractive to NPCs, slightly reducing the chance of negative interactions with them.

Responsive
+2 Point

You have faster reflexes than normal, granting you an increased chance to avoid damage.

Incompatible with: Blind


Visual Artist
+1 Point

You have increased affinity for the visual arts.

Incompatible with: Blind, Myopia

Silver Tongued
+1 Point

You find the words to express your meanings much more quickly, granting you more specific information

Incompatible with: Deaf from Birth, Deaf by Trauma, Idiot


Empathy
+1 Point

You are more attuned to the emotions of others.

Incompatible with: Psychopathy


____phobia
-X Point(s)

You are scared of __________.
Points will be reduced based off of the rarity and severity of the phobia.


Pilot
+2 Point

You are a natural at commandeering vehicles, from cars to spaceships. Your vehicles are moderately more effective in every way.


Scavenger
+2 Points

You are moderately more efficient at finding items.

Incompatible with: Blind, Myopia


Nocturnal
+1 Point

You are a night crawler, you are slightly more effective in everyway while outside of light, your sight and focus is slightly reduced while in light.

Incompatible with: Diurnal


Diurnal
+1 Point

You are a day dweller, you are slightly more effective in everyway while in light. Your sight is moderately reduced while not in light.

Incompatible with: Nocturnal, Night Owl


Psychologist
+1 Point

You are informed of the mental traits of any significant NPC you interact with.


Physiologist
+1 Point

You are informed of the physical traits of any significant NPC you interact with.

Efficiency
+1 Point

You are oddly efficient with all of your tasks, reducing the need to consume food


Compulsive
-3 Points

Your efficiency has taken a more negative turn, you are now compulsive with your tasks, you are required to finish all of your tasks to the end, or you will suffer several debilitating effects.

Exclusive With: Efficiency


Geologist
+1 Point

You can identify and harvest useful maw materials in your environment with much greater efficiency.


Internal Diagnostics
+2 Points

You are more aware of debilitating affecting you, and exactly how it debilitates you.


Regenerative
+2 Points

You're unnaturally regenerative, making it incredibly difficult for you to die. (Brain damage can negate this effect)



Background: WIP

I'm not sure wherever the 'inherent trait' of Magic Wielder means that I can choose three schools of magic without adding extra points or not. Also not sure how many points claustrophobia would take off (assuming one) and I'm sure I've made more mistakes somewhere
The inherit trait limits you to starting out with only one school of magic, and clausterphobia would count as -1.