Borderlands/New and Adjusted Traits

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New Traits

Advantage: Extra Step

25 points

You may take one extra step with any maneuver that allows a Step as your movement option. Multiple steps may be broken up in any order, e.g. Step in, attack, Step back, or take two Steps in and then attack, etc.

Special Modifiers

Attacks Only, -20%

You may only take your Extra Step when using an Attack or Feint maneuver, never with a Defensive Attack, Committed Attack, Aim, etc.

Single Skill, -40%

You may only take your Extra Step when using an Attack or Feint maneuver to make an attack with a specific skill - Karate, Rapier, Two Handed Axe/Mace, etc.

Single Skill includes Attacks Only; do not stack these modifiers together.

Modified Traits


Ended up with a full article here:


Berserk and Bad Temper

If you also suffer from

Bad Temper (above), any stress may

trigger Berserk.

-- Basic Set, page 124

Clarification/House Rule on this: If a character with Bad Temper and Berserk fails a Bad Temper check, they must make a Berserk self control roll. They do not automatically go Berserk.

If fail their Bad Temper check and they have unmodified Berserk, this secondary check is made at +2. If they have the Battle Rage version of Berserk, this secondary check is made with no modifiers.

If they critically fail their Bad Temper check and they have unmodified Berserk, this secondary check is made at -1. If they have the Battle Rage version of Berserk, this secondary check is made at -3.


Regrowth costs 5 points, not 40 points. Regrowth: Minor is -60%, not -50%. The ability to regrow small fleshy "cosmetic" bits and heal without scarring from similarly small injuries is -80% (a perk). This prevents appearance loss from Critical Head Blow Table results, but does not completely make the character scar-less.

Significantly speeding up Regrowth is done by buying Regeneration, or Regeneration (Limited: Regrowth Only, -60%) - note this limitation is cheaper than in Powers.

For Limited regeneration, injuries heal on the following schedule:

  None Slow Regular Fast Very Fast Extreme
Small Extremity 1d weeks 1d×12 hours 1d×15 minutes 1d×5 seconds 1d seconds 1 second
Hand, Foot 1d+1 months 1d+6 days 1d+6 hours 1d×5 minutes 1d×5 seconds 1d-3 seconds
Eye, Arm, Leg 2d+2 months 2d+12 days 2d+12 hours 2d×5 minutes 2d×5 seconds 1d seconds

Pyros (Fire! Firefirefirefirefire!)

The official rules for Pyromania are more like vague guidelines. Interpretations range from something more like Quirk: Likes Fire all the way up to "destructive obsessive determined to burn the entire world down". A clarification and elaboration is obviously in order.

Many thanks again to LemmingLord for inspiring me to do this, and creating the first clarification, from which I have looted some concepts and wording.


-5 points*

You like fires, explosives and their related effects. You look for all legal or safe opportunities to set or watch fires/explosions and their effects whenever possible, and will fight to be the one in charge of the campfire. While engaged in setting or watching fiery displays, your DX, IQ and all sub attributes, and skills are at a penalty for anything unrelated to the fiery matter at hand (based on your Self Control level). If an emergency crops up while you are fire-watching, make a Self Control roll or Do Nothing as you ignore it in favour of fire-watching (roll against IQ each second, with a cumulative +1 per turn after the first, to snap out of it). You snap out automatically if the fire is extinguished.

This distraction and fascination extends to combat situations. The sudden appearance of new fires of torch-size or better (or fiery jets and explosions) force a self-control check on your next turn or you must Do Nothing. Declare your action for the turn first, then make the self-control check - the GM should give a bonus if your action either takes you toward a vantage point where you can see the better, or is aimed to create more fire to appreciate. "I run directly towards the fire, right through the caltrops!" is good for a +4 at least, casting a 1 second Fire spell is good for +2 or +3, and starting a longer action to make fire is always good for at least a +1.

If you fail, you are not stunned, merely passive - you can still defend yourself and at no penalty, but you may not take Retreat options other than Duck and Dive if they will take you further away from the pretty fire. Roll IQ with a cumulative +1 modifier for each second you have spent Doing Nothing to snap out of it. You snap out automatically if the fire is extinguished.

Even if you succeed, your DX, IQ, and skills will be penalized based on your Self Control level until the fire is removed or you get a chance to really appreciate it (voluntarily start Doing Nothing as per a failed check). This penalty does not apply to actions that either take you closer to the fire so you can watch it, or would create more fire! Note that explosions and Fireball spells generally remove themselves nigh instantly resulting in a single turn of Doing Nothing, but any secondary fires started may cause distraction.

People who are being inconvenienced by your fire-watching will react to you at -1, due to the difficulty of getting your attention. This reaction penalty rises to -2 when you are being considered for stewardship over a large supply of flammable or explosive materials, or over a large fire. You're not actually an Arsonist, but you make people worry sometimes.

Fire mages with mild Pyromania can sometimes seem a little Berserk - usually able to cast one fire spell after another but otherwise ignoring any plan or tactics or situation that doesn't involve spreading more fire. Fire mages with severe Pyromania are fairly dysfunctional, as they cast one spell, and then stop everything to marvel at it.

Pyromania Self Control Table
Self Control
6 -4
9 -3
12 -2
15 -1


-15 points*

As Pyromania, above, but you look for any, legal or otherwise, safe or not, opportunity to set and watch fires... Make a Self Control check in any situation where you have the means to light a fire and something combustible to burn, failure indicates you must immediately start working on setting the fire. You are allowed to take reasonably simple actions to preserve your own safety (taking the garbage can full of shredded paper outside, laying down a fuse or gasoline trail so you can be outside the building when igniting it) but you should be able to explain to the GM how your actions directly contribute to the immediate goal of burning that thing.

People who witness your obsessive relationship with fire will react to you at -2. This reaction penalty rises to -4 (or higher!) when they realize you're anywhere near a large supply of flammable or explosive materials.

Do not let this character have matches or the Ignite Fire spell. Generally not a suitable disadvantage for PCs.

Quirk: Really Likes Fire

You generally act like someone with the Pyromania disadvantage, without the risk of having to Do Nothing in an emergency. You may periodically suffer -1 to actions due to being distracted by a particularly "good" fire, at the GM's discretion.

People will react to you at -1 in situations where you're in charge of flammables or explosives; you're a little too enthusiastic.

Divine Favor

Power and Privilage

A version of the Power and Privilege sidebar from GURPS Powers Divine Favor page 7 is in effect; this means there are two kinds of Power Investiture available.

"Vanilla" Power Investiture acts exactly as presented in GURPS Dungeon Fantasy, giving a bonus to spell casting and Holy Might powers. "Vanilla" Power Investiture 5 or 6 gives a flat +1 to reaction rolls for Divine Favor but otherwise does not interact with the Divine Favor rules.

Power Investiture (Petitioner) costs 10 points per level, to a maximum of 3 levels. It gives +1/level to the reaction roll for Divine Favor.

Neither version improves petition rolls! For that, buy more levels of Divine Favor!

Blessed Art Thou

All three new versions of Blessed from Divine Favor page 8 are available. Ghost Weapon will not apply to vehicular or siege weaponry (especially anything requiring Gunner or Artillery skill to operate but also forbidden is rolling very large boulders onto ghosts, etc).

Resurrection Lite

The optional Raise Dead miracle from Divine Favor page 13 is available, but only works on the unburied dead, and must be attempted before the third dawn after the characters death.

Feat of Clay

Starting characters may make a golem with the following statblock (see the Feat of Clay sidebar for the metatrait):

ST 21; DX 13; IQ 10; HT 14.
Will 11; Per 11; Speed 6.00; Dodge 10; Move 6.
SM 0; 300 lbs.
Traits: Combat Reflexes; DR 6; Golem metatrait.
Skills: Brawling-15; Lifting-13; Observation-10; Stealth-12.

Upgraded golem templates may be acquired In Town with a day of light meditation.

See Also