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layout gruv_book_page_adapter
title SDM Traits Index
published true

SDM Traits Table of Contents

SDM Trait Template

(Canonical, tag-forward, Markdown-friendly. This section defines the schema only. It contains no rules text, examples, or setting-specific guidance.)

<div class="trait-card" markdown="1">

## <Trait Name>

>   <Full canonical trait text, including the bolded title and all rules text, but excluding any numeric list index.>

tags:
>   [trait]
>   [background] / [corruption] / [power] / [mutation] / [prosthetic] / [skillpack]  ← category tag, if applicable; path traits use [path:X] only; omit if none fits
>   [path:<Wizard|Vampire Lord|Traveler|…>]   # if applicable; spaces are fine
>   [corruption:<mild|moderate|severe>]       # if applicable
>   [affects:<attack|defense|save|reaction|inventory|actions|powers|social|…>]
>   [uses:<heroDie|life|abilityPoint|item|…>] # resource hooks, if any
>   [frequency:<once|per-round|per-scene|…>]  # if relevant
>   [inventory:<slot|free|modifies|…>]        # if it alters slot rules
>   [ref:<stable-id>]

meta:
> - source:
>   - book: <BookName>; page: <##>
>   - book: <OtherBook>; page: <##>
> - usage:
>   - scope: <path|trope|corruption|powerlist|other>; id: <Wizard|Humans of the Pananthropy|…>; index: <##>; note: <extra context>
>   - scope: <path|trope|corruption|powerlist|other>; id: <Alternate list>; note: <optional note about reuse>

<div class="trait-return">
  &nbsp;&nbsp;
  <a class="js-back-link" href="#<slug>-anchor" aria-label="Back to previous page">
    ↩ Back
  </a>
</div>

</div>

Trait Notes:

  • text: should capture the most recent/full version; usage explains how it extends earlier sources.
  • Duplicate source entries whenever multiple books or paths continue to reference this trait.

Use the meta list to capture every structured placement of the trait (path slot, trope variant, corruption tier, etc.). Keep the tags: short and searchable—one [path:slug] (or analogous) tag per relevant list—and push ’index’ order, die results, or other metadata into meta. Slugs can mirror the published names (whitespace included) as long as they stay consistent.

Traits in Play

Traits represent the "radically ungated advancement" of the Sythetic Dream Machine. While clustered into "Paths" (tropes and themes), the players and referee are encouraged to mix-and-match freely, and to invent their own trait. Once a trait is written down on a character/item/vehile, it can also change during play! This index represents the "most common known variants".


SDM Trait Index

Abandoned

Abandoned. When your fellow villagers went for reprocessing and repair, you remained in the rotting house shells. Old things, dead things, still talk to you. Spend 1 life to talk to any dead thing.

tags:

[trait] [path:Holy Fool] [affects:actions] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 127
  • usage:
    • scope: path; id: Holy Fool; index: 1

Adaptable

Adaptable. Copy an enemy’s last used special ability.

tags:

[trait] [path:Humans of the Pananthropy] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Humans of the Pananthropy; index: 4

Antimagus

Antimagus. Your very blood rebels against the false gods’ trickery. Gain 2 life per level, but the price you pay for oldtech and fantascience spells is doubled.

tags:

[trait] [path:Barbarian] [affects:life] [affects:powers]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 117
  • usage:
    • scope: path; id: Barbarian; index: 1

Arboreal

Arboreal. Your phenotype is adapted to life in the trees—or the bioducts of a megastructure. Climb, swing, and jump like a gibbon. Gain +1 strength.

tags:

[trait] [path:Purplelander] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 137
  • usage:
    • scope: path; id: Purplelander; index: 1

Armiger

Armiger. Carry a number of weapons equal to your level for free, ignoring inventory. Draw a weapons box on the back of your character sheet.

tags:

[trait] [path:Fighter] [affects:inventory] [inventory:free]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Fighter; index: 1

Armorborn

Armorborn. Any armor you wear occupies no inventory space. Armor gives you a defense bonus equal to its size in stones.

tags:

[trait] [path:Soldier] [affects:defense] [inventory:free]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 147
  • usage:
    • scope: path; id: Soldier; index: 1

Background (abstract)

Background. A Background functions as an abstract trait — the self you inhabited before (and partly during) your adventures: your origins, professions, social roles, motives, secrets, and formative experiences. In the Vastlands, a Background runs intentionally broad, serving to anchor fictional positioning rather than provide narrow mechanical bonuses. Skilled: +3 bonus with a skill/lore package. Expert: +6 bonus, choose an FTLS Affinity. Master: +3 bonus, choose an FTLS Affinity.

Backgrounds emerge procedurally from tables in the Vastlands Guidebook — combining elements such as origin, profession, role, motive, and secret — or through negotiation between player and referee, read flexibly at the table.

Player-facing: Your Background establishes your character’s routine competence and fictional positioning. It tells everyone what kinds of things your character should reasonably know, recognize, or attempt without special justification. When an action clearly falls within your Background and nothing unusual stands at stake, the referee may treat it as routine: waiving the roll, lowering the target number, or granting narrative permission outright.

Referee-facing: Backgrounds deserve generous readings and should move play forward. They function as permission structures, not straightjackets. When in doubt, let the Background open doors, surface information, or justify competence rather than restrict action.

tags:

[trait] [background]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 14
    • book: Eternal_Return_Key; page: 7
  • usage:
    • scope: other; id: Background; index: 0; note: Abstract character trait, anchors fictional positioning and routine competence.
    • scope: other; id: VLG Background Generator; note: Traditional Background Generator tables (VLG, p. 14) for 5d40 background prompts.
    • scope: other; id: ERK Background Generator; note: ERK LIVES tables (ERK, p. 7) for background/skillset prompts.
Example Backgrounds (Vastlands-style)
  • Wizard of the Dark Electronic Arts, Scholar of the Never-Ended War (Expert Affinity: Illusion • Light • Void)
  • Wide-Ranging Merchant and Caravan Trickster with a Coin in Every Sock (Expert Affinity: Hearth & Ways)
  • Exiled Blue Lands Caravan Guard with a Corrupted Bloodline Secret (Expert Affinity: Blood • Bone • Biomancy)
  • Clone-Born Court Servant from a Minor Noble House Who Knows Too Much (Expert Affinity: Masks & Totems)
Randomly Rolled Backgrounds (Traditional Generator)

(Procedure followed: roll 5d40s on the Traditional Background Generator; read across Flavor → Role 1 → Role 2 → Task → Spin. Each column uses its own d40 roll.)

  • Hexad Therapist–Maximizer Who Optimizes Primary Production and Shaves the Coins for Memories (Expert Affinity: Vome Magitech)
  • Plateau Rogue–Private Who Assigns Assigned Assignations and Clouds Minds for Shared Goals (Expert Affinity: Chaos • Dream • Shadow)
  • Timelost Nöosphere–Maximizer Who Interfaces with Beast-Bodied Minds and Shaves the Coins for Memories (Expert Affinity: Serpent Energy)
OSR Trope Backgrounds
  • Relic-Questing Freeblade from a Candlelit City of Thieves (Expert Affinity: Earth • Stone • Wood)
  • Badge-Clad Whisper Spy Who Buys Secrets with Favors (Expert Affinity: Masks & Totems)
  • Skyship Privateer Hunting Immortals’ Lost Toys (Expert Affinity: Air • Song • Storm)
  • Dragon-Sworn Knight Bearing Oaths, Family Curses, and Bright Lances (Expert Affinity: Serpent Energy)
  • Chrononaut Archaeologist Raiding Time-Locked Vaults (Expert Affinity: Chaos • Dream • Shadow)
  • Planar Cipher Tout Who Knows Every Sigil Portal Key (Expert Affinity: Illusion • Light • Void)
  • Bloodline Scion-General Guiding Storied Domains (Expert Affinity: Blood • Bone • Biomancy)
  • Burning-Waste Dune Walker Who Smuggles Water and Psionic Whispers (Expert Affinity: Fire • Metal • Ceramic)
  • Mourning Vicar Battling Sentient Mists with Silver Verses (Expert Affinity: Chaos • Dream • Shadow)
  • Void Wainwright Maintaining Living Ships Between Crystal Spheres (Expert Affinity: Serpent Energy)

Backstabber

Backstabber. Wield knives and pistols. Deal double damage when a target doesn’t expect your attack.

tags:

[trait] [path:Trickster] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 151
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Trickster; index: 1

Barbarian

Barbarian. You’re an outlander or outsider, skilled with dead weapons and armors, free of oldtech or fantascience. Bone or iron, hide or gun. Also, you can hide, survive, and thrive in ruinland or waste land, dusty steppe or rugged mountain.

tags:

[trait] [path:Barbarian] [affects:attack] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 116
  • usage:
    • scope: path; id: Barbarian; index: 0

Blastermaster

Blastermaster. You are skilled with the blasters, wands, rods, and rifles of ancient thunder infantry. Add your skill bonus to damage; reload as a free action. Also, if you take an action to steady your aim, increase your critical range and multiplier by 1.

tags:

[trait] [path:Soldier] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 147
  • usage:
    • scope: path; id: Soldier; index: 2

Blessed

Blessed. When only luck will do, you have an advantage. That’s also a bonus to all saves.

tags:

[trait] [path:Holy Fool] [affects:save]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 127
  • usage:
    • scope: path; id: Holy Fool; index: 2

Blood Clad

Blood Clad. Gain a blood die when you are injured. Spend a blood die to absorb 1d6 damage or increase your damage by 1d6. You can store a number of blood dice equal to your level. Healing, resting, or a hot bath remove your blood dice. Expert: Healing no longer removes your blood dice. Resting or a hot bath still removes all blood dice. Master: When you reduce a creature to 0 Life, gain 1 blood die, even if you were not injured by that creature.

tags:

[trait] [path:Barbarian] [path:Vampire] [affects:attack] [affects:defense] [uses:bloodDie]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 117
  • usage:
    • scope: path; id: Vampire; index: 1
    • scope: path; id: Barbarian; index: 2

Bluelander

Bluelander. Child of war and strange gods and ruined land. Skilled on a boat and in a mountain, laced with fungal and bacterial tech. Wield the fisher spear, knife, net, and climbing hook. Also, if you suffer corruption, you can reroll the result.

tags:

[trait] [path:Bluelander] [affects:attack] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 118
  • usage:
    • scope: path; id: Bluelander; index: 0

Boatmaster

Boatmaster. You handle boats superlatively. You can fit an extra number of sacks equal to your level on a boat (but not more than double its capacity).

tags:

[trait] [path:Bluelander] [affects:inventory]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 119
  • usage:
    • scope: path; id: Bluelander; index: 1

Bonded

Bonded. Spend life to grant an ally an equal bonus on their next roll.

tags:

[trait] [path:Humans of the Pananthropy] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Humans of the Pananthropy; index: 1

Bourgeois

Bourgeois. Citizen creator or conniving climber? Use the tools of civil society: the market in stocks, the hand invisible, the law of bureaucracy, the greased palm effective. Wield stick and sword, pistol and oldtech hand weapon. Also, spend a hero die to convince an official you know your stuff.

tags:

[trait] [path:Bourgeois] [affects:attack] [affects:social] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 120
  • usage:
    • scope: path; id: Bourgeois; index: 0

Brick Bastions

Brick Bastions. Floating shields, animated armors, soil golems, lumberlings, horde zombies, crawling flesh centipedes, armor vomes, gelatinous skeletons, and other creatures that can’t avoid getting hit. Often slow.

Note: Brick Bastions is an alternate “tank/brute” NPC statline. Package: Def is fixed at 7, Life is table-driven and accelerates hard (well above 4 + 4×Lvl), and Dmg scales cleanly as (Lvl+1)d6. Bon grows slowly (+0 to +5) and Mor reaches 11 by Lv 5. Tiers: Lv 0–2 bulky fodder; Lv 3–4 brute bodies; Lv 5–6 siege-stoppers; Lv 7–9 boss tanks.

d00 Lvl Life Mor Def Bon Dmg
01–25 0 12 6 7 +0 1d6
26–45 1 25 7 7 +1 2d6
46–59 2 40 8 7 +1 3d6
60–74 3 60 9 7 +2 4d6
75–84 4 85 10 7 +2 5d6
85–92 5 120 11 7 +3 6d6
93–97 6 160 11 7 +3 7d6
98 7 220 11 7 +4 8d6
99 8 300 11 7 +4 9d6
00 9 400 11 7 +5 10d6

tags:

[trait] [path:Brick Bastions] [affects:npc] [affects:statblock]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 163
  • usage:
    • scope: trope; id: Brick Bastions; index: 0; note: Alternate NPC stat progression; high life, fixed low defense, multi-d6 damage.

Burglar

Burglar. You were always so good at breaking into and out of places, disarming locks and traps, and moving very quietly. You were the perfect person to save your weapon (your master) from its prison... er... treasure chamber. Also, spend a hero die to immediately find a hidden safe or lever.

tags:

[trait] [path:Bearer] [affects:actions] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 157
  • usage:
    • scope: path; id: Bearer; index: 1

Burner

Burner. Once per turn, you can spend an ability point to overcharge a power, regardless of its cost. Expert: When you overcharge a power, reduce the Life cost by 1 (minimum 1). Master: Once per watch, you may overcharge without spending Life or an ability point. If you do, it automatically triggers a Danger Roll.

tags:

[trait] [path:Wild Mage] [path:Wizard] [affects:powers] [uses:abilityPoint] [frequency:per-turn]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 16
    • book: Eternal_Return_Key; page: 12
  • usage:
    • scope: path; id: Wild Mage; index: 4
    • scope: path; id: Wizard; index: 1

Bystander

Bystander. You’re good at looking innocent and harmless. Also, reduce damage from all area effects by your level. So, by 6 at level 6.

tags:

[trait] [path:Trickster] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 151
  • usage:
    • scope: path; id: Trickster; index: 5

Cad

Cad. You are definitely not a cat. Sleek fur protects you from the rays of the harsh suns and the cold of the thin upper air. Your two secondary arms let you carry more ready items.

tags:

[trait] [path:Orangelander] [affects:inventory]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 135
  • usage:
    • scope: path; id: Orangelander; index: 1

Chaos Step

Chaos Step. Free Action. When an attack targets you or you fail a save spend 1 Hero Die or take 1 ability damage to blink up to 30 feet to a you-sized space you can see. The triggering attack resolves against your new position with disadvantage (line-of-sight permitting & bonus for any new cover; otherwise it misses). Immediately roll a Dangerous Magic roll vs the Area level. If that results in a Corruption effect related to teleportation, portals, or quantum themes you regain the Hero Die or heal the ability damage.

tags:

[trait] [path:Wild Mage] [affects:actions] [affects:defense] [uses:heroDie]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Wild Mage; index: 2

Charger

Charger. Deal double damage after a direct charge.

tags:

[trait] [path:Darting Dodgers] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Darting Dodgers; index: 1

Cheesemaker

Cheesemaker. You are a member of the secret dairy society. Talk to molds, yeasts, and bacteria. Little lifeforms bend to your will. Spend 1 life to convert 1 st of biomatter into edible “cheese” overnight.

tags:

[trait] [path:Bluelander] [affects:actions] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 119
  • usage:
    • scope: path; id: Bluelander; index: 2

Chronic

Chronic. Spend a hero die to use a second power this round. Expert: When you go Chronic, you may hold the second power and release it at any point later in the round, even during another creature’s action or resolution. Both your powers still count as being used in the same round for duration, limits, counters, etc. Master: Once per watch, you may use Chronic without spending a Hero Die -- but the second power automatically triggers a Danger Roll.

tags:

[trait] [path:Wild Mage] [path:Wizard] [affects:powers] [uses:heroDie] [frequency:per-round]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 16
  • usage:
    • scope: path; id: Wild Mage; index: 5
    • scope: path; id: Wizard; index: 2

Circle of Pain

Circle of Pain. Nearby allies deal and suffer double damage; adjacent foes suffer double damage.

tags:

[trait] [path:Crystal Cannons] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Crystal Cannons; index: 6

Citizen Living

Citizen Living. Bred to hedonism and maximum pleasure, you are the soul of every party, the wit of every conversation, the glutton of every delight. Gain +1 charisma and endurance.

tags:

[trait] [path:Orangelander] [affects:life] [affects:social]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 135
  • usage:
    • scope: path; id: Orangelander; index: 2

Citizen Maintainer

Citizen Maintainer. Skilled at maintaining the citizens dead. Repair and improve the undead, converse with them, know their ways and needs. Also, a bonus to saves vs all undead special attacks. Expert: You can stabilize a degrading or malfunctioning mindless undead in the field: spend a few minutes and a drop of blood (or equivalent) to prevent this week’s Degrade roll for that undead or remove feral status. Master: Mindless undead recognize you as maintenance staff and will not attack you unless provoked. Once per day, you may influence an undead you can touch: for a scene it treats you as its rightful handler and obeys simple commands. If you are caught doing this "off the books," it may count as illegal activity.

tags:

[trait] [path:Orangelander] [path:Revenant] [affects:actions] [affects:save]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 135
  • usage:
    • scope: path; id: Revenant; index: 4
    • scope: path; id: Orangelander; index: 3

Cleanser

Cleanser. Spend 1 charisma or 1d6 life to end another power or enchantment. Poof, it’s gone. Also, you can spend a hero die to instantly cleanse a small area: a stagnant pool of bacteria, a kitchen of dirty dishes, a bedroom of smelly socks, a car of dust, or a shrine of unholy curses and graffiti.

tags:

[trait] [path:Weapon] [affects:powers] [uses:abilityPoint] [uses:life] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 153
  • usage:
    • scope: path; id: Weapon; index: 1

Clueless Outsider

Clueless Outsider. Caught red-handed? Trespassing? Spend a hero die, and you’re let off with a warning and an indulgent grin.

tags:

[trait] [path:Tourist] [affects:social] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 149
  • usage:
    • scope: path; id: Tourist; index: 2

Cold New Flesh

Cold New Flesh. Your flesh is as semi-precious stone. You gain +1 natural defense, and by drinking fresh blood you transfer life from a willing creature to yourself. A bit like, er, a vampire? Expert: While fed (until sunset or sunrise) choose one: gain +2 Defense (this stacks with your natural Defense), or gain +2 Social Defense and +2 to Reaction Rolls. While fed, you may mimic a person similar, but not identical, to the donor. Master: Your natural Defense increases to +2. You gain advantage vs. poison, hunger, fatigue, and environmental hazards (Resilient Metabolism Heritage-style effect).

tags:

[trait] [path:Skeleton] [path:Vampire] [affects:defense] [affects:life]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 145
  • usage:
    • scope: path; id: Vampire; index: 2
    • scope: path; id: Skeleton; index: 5

Colonist

Colonist. You come from one of the old A.N.T. settler groups, designed as a colony organism. Designate up to five other creatures as members of your hexad. Each gains temporary life equal to your level if they spend the night in your vicinity. Gain +1 charisma.

tags:

[trait] [path:Purplelander] [affects:life] [affects:social]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 137
  • usage:
    • scope: path; id: Purplelander; index: 2

Commander

Commander. Excel at battle lore, tactics, and rally tests. Draw a Formation Inventory box on the character sheet and list attached Units/Vehicles (and/or stations). Draw a small Command Dice (d6) box beside it. Skilled: attach up to 3 Units within 1 zone; start combat with 1 Command Die. Expert: attach up to 5 Units within 2 zones; start combat with 2 Command Dice. Master: attach up to 7 Units within 3 zones; start combat with 3 Command Dice. Each Commander also gains 1 Command die at the start of their side’s turn. "Start of combat" Command Dice refresh only after one encounter fully ends; follow-on waves, running fights, and active pursuits count as the same battle.

tags:

[trait] [path:Commander] [affects:actions] [affects:attack] [affects:inventory] [affects:morale] [uses:commandDie]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Commander; index: 0

Common Humanity

Common Humanity. Spend 1 life to appeal for understanding and parlay (save).

tags:

[trait] [path:Humans of the Pananthropy] [affects:social] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Humans of the Pananthropy; index: 6

Competent Appearance

Competent Appearance. You always appear competent when appearing to do something that could appear to be your job.

tags:

[trait] [path:Manager] [affects:social]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 129
  • usage:
    • scope: path; id: Manager; index: 1

Corruption (abstract)

Corruption. Power corrupts, and the wonders of the Long Long Ago do so spectacularly. Corruption twists a body, abrades a soul, stains a mind, and—cruelly—does it in proportion to the marvel you dared to touch. A corruption trait represents that scarring: a permanent mutation, obsession, parasitic organ, alien outlook, or saintly curse that now travels with you.

Exposure: When you trigger a corrupting effect (failing a danger roll while using a power, being bitten by a corruptive creature, wading into radiant slurry without protection, drinking the glowing gool-aid, etc.):

  1. Immediately gain a burden that describes the acute backlash.
  2. Roll 2d6 + aura to determine severity (≤2: catastrophic/severe, 3–6: severe, 7–10: moderate, 11–12: mild, 13+: mild plus you regain the cost you just paid).
  3. Roll on or choose the corresponding corruption table and claim the new trait. Corruption traits can occupy either a trait slot or an item slot depending on their fiction.

Critical failures, burdens, relic-specific quirks, and referee judgement may shift the severity roll or skip it entirely. Corruption traits linger until cured, transformed, or embraced; players may even arrange them into bespoke “corruption paths” when an adventure demands it.

tags:

[trait] [corruption]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 98
  • usage:
    • scope: corruption; id: Vastlands Corruption Procedure; note: Tables referenced in Vastlands_Guidebook p.99-100 (Moderate/Severe p.99, Mild p.100).

Corruptions as Traits

(Abstract trait category; individual corruptions are generated procedurally.)

<TODO: Create a standard block, with examples, like Backgropund>

Cosmic Qanat

Cosmic Qanat. See the lines of cosmic force flowing through the world. Use all powers as though you were 2 levels higher. Reduces risk of corruption!

tags:

[trait] [path:Noömagus] [affects:powers]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 133
  • usage:
    • scope: path; id: Noömagus; index: 1

Country Squire

Country Squire. You make money the proper way: resource concessions in the vastlands and the ruinlands. A remote rural estate gives you €15/wk and all the spite olives you can spit.

tags:

[trait] [path:Greenlander] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 125
  • usage:
    • scope: path; id: Greenlander; index: 1

Crystal Cannons

Crystal Cannons. Electric wizards, gas goblins, spore shooters, drop bears, doom discs, floating rayballs, porcelain liches, thanatic fanatics, and others that deal damage but can’t take it.

Note: Crystal Cannons are an extreme glass-cannon NPC package. Pattern: Def is always Bon + 7, and the flat add in Dmg always matches Bon (so you can reuse the attack bonus as the damage add). Their Life stays intentionally tiny (1–46) while Def/Bon climb quickly and damage jumps in “weapon tiers” (1d61d12 → multi-die). Tiers: Lv 0–2 brittle blasters; Lv 3–4 dangerous strikers; Lv 5–6 elite cannons; Lv 7–9 boss artillery.

d00 Lvl Life Mor Def Bon Dmg
01–20 0 1 2 12 +5 1d6+5
20–39 1 2 3 13 +6 1d8+6
40–59 2 4 3 14 +7 1d10+7
60–74 3 7 4 15 +8 1d12+8
75–84 4 11 4 16 +9 2d8+9
85–92 5 16 5 17 +10 3d6+10
93–97 6 22 5 18 +11 2d10+11
98 7 29 6 19 +12 2d12+12
99 8 37 6 20 +13 5d6+13
00 9 46 7 21 +14 6d6+14

tags:

[trait] [path:Crystal Cannons] [affects:npc] [affects:statblock]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 163
  • usage:
    • scope: trope; id: Crystal Cannons; index: 0; note: Alternate NPC stat progression; very low life, high defense/bonus, high damage.

Culling

Culling. When you take out an enemy, you get an immediate free action. The referee may cap the number of free actions, if they get out of hand.

tags:

[trait] [path:Barbarian] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 117
  • usage:
    • scope: path; id: Barbarian; index: 3

Curse-Blessed

Curse-Blessed. A thinking creature (animal or person) cannot throw you away without your permission. They own you now, and that means you belong to them. Forever and ever, until you let them go. Or someone removes your curse... er... blessing... somehow. It’s best to keep your bearer happy, so they don’t try to have you removed. Maybe a few lies about their destiny? Also, you can communicate with any creature that is touching you telepathically and exude a mild mental sedative, which keeps them pliant and helpful in ordinary circumstances.

tags:

[trait] [path:Weapon] [affects:social]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 153
  • usage:
    • scope: path; id: Weapon; index: 2

Darting Dodgers

Darting Dodgers. Hoptoads, lashing leapers, vomitorrials, nimblers, fire furies, nightmare ninjas, neon knights, mercury golems, bioenhanced bandits, and other creatures that depend on their speed to avoid attacks and score hits.

Note: Darting Dodgers are an alternate “speedster/duelist” NPC package. Pattern: Def is always Bon + 10 (so you can pick Bon by level and just add 10). Their Dmg is all “exploding” dice (*) with no flat add—swingy, spike-prone damage that steps in tiers: Lv 0–1 = 1d4*/1d6*; Lv 2–4 = 2d4*2d6*2d8*; Lv 5–6 = 3d6*/3d8*; Lv 7–9 = escalating piles of d6 (4d6*, 5d6*, 6d6*). Life starts slightly under the Base line, then catches up and exceeds it at higher levels (ending at 50). Tiers: Lv 0–1 nimble pests; Lv 2–4 duelists; Lv 5–6 elite skirmishers; Lv 7–9 apex speedsters.

d00 Lvl Life Mor Def Bon Dmg
01–20 0 3 2 13 +3 1d4*
20–39 1 6 3 14 +4 1d6*
40–59 2 10 4 15 +5 2d4*
60–74 3 14 4 16 +6 2d6*
75–84 4 19 5 18 +8 2d8*
85–92 5 24 6 20 +10 3d6*
93–97 6 30 7 22 +12 3d8*
98 7 36 7 24 +14 4d6*
99 8 43 8 26 +16 5d6*
00 9 50 9 28 +18 6d6*

tags:

[trait] [path:Darting Dodgers] [affects:npc] [affects:statblock]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 163
  • usage:
    • scope: trope; id: Darting Dodgers; index: 0; note: Alternate NPC stat progression; high defense and exploding damage dice, moderate life.

Death Curse

Death Curse. Your killer suffers a psychic burden.

tags:

[trait] [path:Erratic Expendables] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 163
  • usage:
    • scope: trope; id: Erratic Expendables; index: 1

Death Hunger

Death Hunger. You know everything about disassembling mortals. Also, track the enemies you kill in a battle. Every enemy killed gives you a cumulative +1 to attack rolls until the end of the battle. After the first kill, you growl and roar until the killing stops. Expert: the bonus is +2 per kill. Master: +3.

tags:

[trait] [path:Vampire] [path:Weapon] [affects:attack]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 153
  • usage:
    • scope: path; id: Vampire; index: 3
    • scope: path; id: Weapon; index: 3

Deeply Embodied

Deeply Embodied. You are deeply encoded in your physical form and can use your strength ability for oldtech magics and endurance for fantascience.

tags:

[trait] [path:Greenlander] [affects:powers]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 125
  • usage:
    • scope: path; id: Greenlander; index: 2

Defender

Defender. You’re skilled at physical defense and all kinds of defensive equipment. Also, even if unarmored, gain a +3 armor bonus. Expert: +6 armor; master: +9 armor.

tags:

[trait] [path:Fighter] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Fighter; index: 2

Demolisher

Demolisher. Your critical hits are stronger (e.g., x2 becomes x3). Also, when you strike an object up to the size of a compact car, you can spend 1 strength or endurance to simply demolish it. Doors burst open, brick walls explode, wooden walls shatter into kindling, straw huts go flying, small golems crumple. You can also use this ability to turn a regular hit into a critical hit, or to double a critical hit. As a weapon (without strength or endurance), simply use your bearer’s abilities as fuel for your fury.

tags:

[trait] [path:Weapon] [affects:attack] [uses:abilityPoint]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 153
  • usage:
    • scope: path; id: Weapon; index: 4

Denial

Denial. Adjacent enemies have difficulty moving.

tags:

[trait] [path:Brick Bastions] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Brick Bastions; index: 3

Desperate Shot

Desperate Shot. Deal triple damage when at 1 life.

tags:

[trait] [path:Crystal Cannons] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Crystal Cannons; index: 2

Devastator

Devastator. Once per round, when you strike a foe lower level than yourself, you can drop them to 0 life instead of rolling damage.

tags:

[trait] [path:Soldier] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 147
  • usage:
    • scope: path; id: Soldier; index: 3

Diesel Dwarf

Diesel Dwarf. Your ancestors were adapted to serve the gods as wasteland refiners, recycling Long Long Ago corpse deposits for a brighter future. Besides a natural engineering, driving, and drilling affinity, you can replace your food needs with petroleum products for up to a month. Gain 1 agility.

tags:

[trait] [path:Yellowlander] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 159
  • usage:
    • scope: path; id: Yellowlander; index: 1

Dissipated

Dissipated. Chemical cocktails drive you, but without them you are weak and wan. Spend €5 x level per week to gain +2 strength and agility. Without: suffer -2 strength and endurance.

tags:

[trait] [path:Noble] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 131
  • usage:
    • scope: path; id: Noble; index: 3

Divine Blood

Divine Blood. Little source code machines sing in your veins. Your cost to activate oldtech devices or powers is reduced by 2 (minimum of 1).

tags:

[trait] [path:Noble] [affects:powers]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 131
  • usage:
    • scope: path; id: Noble; index: 4

Doombringer

Doombringer. Yours is the grim hand of fate. When you strike a creature that is lower level than your weapon (your master), it is immediately defeated, no damage roll required.

tags:

[trait] [path:Bearer] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 157
  • usage:
    • scope: path; id: Bearer; index: 2

Double Attack

Double Attack. Attack twice with one action.

tags:

[trait] [path:Darting Dodgers] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Darting Dodgers; index: 2

Double-Platinum Deathless Backup

Double-Platinum Deathless Backup. You’ve got two soul jewels. One is in an egg in a duck in a hare in a secret pleasure vault on a private island. Hah!

tags:

[trait] [path:Bourgeois] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 121
  • usage:
    • scope: path; id: Bourgeois; index: 1

Dreamwalker

Dreamwalker. When you enter the noösphere, you take your body along, leaving nothing but an aroma of almonds in the hylosphere. Gain +1 endurance. Expert: +2 endurance. Master: You can bring willing adjacent creatures with you into the noösphere (up to your Level, their body goes too). Also, +3 endurance.

tags:

[trait] [path:Scion] [path:Spirit] [affects:actions]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 141
  • usage:
    • scope: path; id: Spirit; index: 3
    • scope: path; id: Scion; index: 1

Ducky

Ducky. As an underclass minority you know how to fight with concealed weapons and maneuver with ossified bureaucracies. Also, once per day, spend a hero die to ’remember’ a reliable local creche clan member who could help you, for a price.

tags:

[trait] [path:Orangelander] [affects:actions] [uses:heroDie] [frequency:per-day]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 135
  • usage:
    • scope: path; id: Orangelander; index: 4

Dust Rat

Dust Rat. Adapted to the dry land, you require half as much water as a normal human. Gain 1 endurance. Also, you know your way around arid biomes.

tags:

[trait] [path:Yellowlander] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 159
  • usage:
    • scope: path; id: Yellowlander; index: 2

Enterprising

Enterprising. Somehow, you always earn 20% more. It’s uncanny. You also know how to set up and shuffle tax-deductible shell charity companies.

tags:

[trait] [path:Bourgeois] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 121
  • usage:
    • scope: path; id: Bourgeois; index: 2

Erratic Expendables

Erratic Expendables. Doom drones, exploding skeletons, suicide squirrels, spitborn ghoulies, shackleminded grenadiers, bicycle cavalry. Not expected to return from the fight.

Note: Erratic Expendables are a “disposable ordinance” NPC package. Pattern: Life is just Lvl + 1 (1–10), and their core numbers advance cleanly as Bon = Lvl + 3 (capped at +12) and Def = Bon + 4 (so Def = Lvl + 7). Their Dmg is a simple ladder—single dice from 1d4 up to 1d12, then multi-die “payload” steps (2d82d123d10). Mor runs high and quickly plateaus at 11, matching enemies that don’t retreat so much as they detonate, collapse, or complete the job. Tiers: Lv 0–2 brittle fodder; Lv 3–4 skirmisher bombs; Lv 5–6 nasty payloads; Lv 7–9 elite expendables.

d00 Lvl Life Mor Def Bon Dmg
01–20 0 1 4 7 +3 1d4
20–39 1 2 5 8 +4 1d6
40–59 2 3 6 9 +5 1d8
60–74 3 4 7 10 +6 1d10
75–84 4 5 8 11 +7 1d12
85–92 5 6 9 12 +8 2d8
93–97 6 7 10 13 +9 2d10
98 7 8 11 14 +10 2d12
99 8 9 11 15 +11 3d8
00 9 10 11 16 +12 3d10

tags:

[trait] [path:Erratic Expendables] [affects:npc] [affects:statblock]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 163
  • usage:
    • scope: trope; id: Erratic Expendables; index: 0; note: Alternate NPC stat progression; low life and death-trigger traits, designed to explode or sacrifice themselves.

Escapist

Escapist. You’re skilled at being lucky. That’s a +3 bonus to all saves.

tags:

[trait] [path:Traveler] [affects:save]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Traveler; index: 1

Evasive

Evasive. Sacrifice your attack to add your bonus to defense.

tags:

[trait] [path:Darting Dodgers] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Darting Dodgers; index: 4

Expensive Training

Expensive Training. You had the best trainer, and now you’re an expert at one trait, like fencing or vigilante boxing. Once per year, you can spend €1,000 and roll thought. Success: immediately increase a trait’s skill (e.g. from skilled to expert).

tags:

[trait] [path:Bourgeois] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 121
  • usage:
    • scope: path; id: Bourgeois; index: 3

Expert Friends

Expert Friends. You know where to find skilled help and how to inspire people. Each pet or sidekick is an expert at one thing. That’s a +6 bonus.

tags:

[trait] [path:Trickster] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 151
  • usage:
    • scope: path; id: Trickster; index: 2

Exuberant

Exuberant. Each of your life points is worth double when paying for powers.

tags:

[trait] [path:Wizard] [affects:powers]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 16
    • book: Eternal_Return_Key; page: 12
  • usage:
    • scope: path; id: Wizard; index: 3

Faceless

Faceless. You have no face and must consciously choose a face each day. When unconscious, your face melts away to reveal a smooth ovoid.

tags:

[trait] [path:Scion] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 141
  • usage:
    • scope: path; id: Scion; index: 2

Fake Out

Fake Out. You know how to hide and lie low when needed. Reduced to 0 life? Spend a hero die, and that last blow didn’t connect.

tags:

[trait] [path:Trickster] [affects:life] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 151
  • usage:
    • scope: path; id: Trickster; index: 3

Falscher

Falscher. You are a false human, grown from seed in an illegal, off-grid factory. This trait gives you false childhood memories and a random occupation that is (roll d6): (1–3) hopelessly outdated, (4–5) surprisingly mundane, (6) terrifying and alien. You have no soul (ka) and are immune to mental damage.

tags:

[trait] [path:Redlander] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 139
  • usage:
    • scope: path; id: Redlander; index: 2

Fatespun

Fatespun. You are a magic item and any form of magic detection shows as much. You are incredibly durable for an object. Indeed, truly destroying you requires a quest: a special ritual, a special place, and a special time. Write the quest down, if you like. If you are physically destroyed (by running out of life, for example) or thrown away (e.g. into a lake, a deep ocean, a void portal) you reappear somewhere, close to your bearer or close to a potential new bearer, at a narratively opportune time (or in 2d4 weeks).

tags:

[trait] [path:Weapon] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 153
  • usage:
    • scope: path; id: Weapon; index: 5

Feedback

Feedback. Each hit suffered adds 1d6 to damage.

tags:

[trait] [path:Crystal Cannons] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Crystal Cannons; index: 3

Feral

Feral. You are not soft like civilization’s worms. Your honed intuition protects you from harm. Add aura to your saves and your life total.

tags:

[trait] [path:Barbarian] [affects:save] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 117
  • usage:
    • scope: path; id: Barbarian; index: 4

Fighter

Fighter. You call yourself a warden, warrior, or weaponmaster. You are skilled at using traditional weapons and armors; from knife to sword, blaster to rifle, chitin shield to buffer harness. Also, you are skilled at defense. That’s a +3 bonus to defense and attack. Expert: +6; master: +9.

tags:

[trait] [path:Fighter] [affects:attack] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Fighter; index: 0

Fighting Woman or Man

Fighting Woman or Man. You are skilled with your weapon (your master) and weapons like it. Once per round, as a single action, you can attack a number of adjacent level 0–1 foes equal to your level.

tags:

[trait] [path:Bearer] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 157
  • usage:
    • scope: path; id: Bearer; index: 3

Fortunate One

Fortunate One. When you roll a natural 1, roll again. Or, accept the natural 1 and save a reroll for later in the session. The reroll occupies an inventory slot.

tags:

[trait] [path:Tourist] [affects:actions] [inventory:slot]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 149
  • usage:
    • scope: path; id: Tourist; index: 3

Frenzy

Frenzy. Spend 2 Defense to get a free attack. Expert: Frenzy costs 1 Defense instead of 2. Master: Your first Frenzy each round is free (costs 0 Defense).

tags:

[trait] [path:Erratic Expendables] [path:Vampire] [affects:attack] [uses:defense]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 163
  • usage:
    • scope: path; id: Vampire; index: 4
    • scope: trope; id: Erratic Expendables; index: 6

Friends

Friends. You can have a number of pets or sidekicks equal to your level who don’t take up the usual inventory slot. Draw a separate box to list your friends on your character sheet.

tags:

[trait] [path:Traveler] [affects:inventory] [inventory:free]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Traveler; index: 2

From Dust, Returning

From Dust, Returning. Your link to the world is stronger than ever. Even if crushed to dust, when your remains taste a sprinkle of (roll d6): (1) holy water, (2) blood, (3) wine, (4) tomato soup, (5) milk, or (6) nectar, your body reforms itself in a week. Expert: You return in a day. Master: Your dust can crawl -- if any drop of your catalyst exists within a day’s travel, you reform there.

tags:

[trait] [path:Revenant] [path:Skeleton] [affects:actions] [affects:life] [affects:powers]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 145
  • usage:
    • scope: path; id: Revenant; index: 1
    • scope: path; id: Skeleton; index: 4

Generic Synthesized Creature

Generic Synthesized Creature. The gods in their post-mechanical kindness, the demiurges, the life generators, the mother machines, the matter makers, the beast spews, they give forth many things. Though many fail to live, some live to terrify. If it’s alive and has character, this table will serve.

Note: A quick-and-dirty creature chassis—a single line that describes the thing, right now, in this dream. Through Lv 3 its a small synth—no extra bulk; from Lv 4 onward the makers start overbuilding you with tiered bonuses. Read the other columns as implied kit: rising Def is hide, plating, strange angles; rising Bon is instinct, training, guidance, hunger; and the Dmg breakpoints mark the escalation from “a bite” to “a weapon” to “a system” to “a catastrophe”. Tiers: Small Synth (Lv 0–3); Reinforced Synth (Lv 4–7); Heavy Synth (Lv 8–9); Monster Synth (Lv 10–13); Catastrophe Synth (Lv 14–17).

d00 Lvl Life Mor Def Bon Dmg
01–10 0 4 3 10 +2 1d4
11–20 1 8 4 11 +3 1d6
21–30 2 12 5 12 +4 1d8
31–39 3 16 6 12 +5 1d10
40–48 4 22 6 13 +6 1d12
49–56 5 29 7 13 +7 1d8+5
57–64 6 38 7 14 +8 1d10+6
65–70 7 52 8 14 +9 1d12+7
71–76 8 68 8 15 +10 2d8+8
77–82 9 90 8 15 +11 1d20+11
83–87 10 120 9 16 +12 1d20+1d6+12
88–91 11 155 9 16 +13 1d20+1d8+13
92–94 12 195 9 17 +14 1d20+1d10+14
95–96 13 240 10 17 +15 1d20+1d12+15
97 14 300 10 18 +16 2d20+16
98 15 375 10 18 +17 2d20+1d8+17
99 16 500 10 19 +18 2d20+1d12+18
00 17 666 11 20 +19 3d20+20

tags:

[trait] [path:Generic Synthesized Creature] [affects:npc] [affects:statblock]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Generic Synthesized Creature; index: 0; note: Base NPC stat progression; general creature statline for levels 0–17.

Glowing Skeleton

Glowing Skeleton. Cast of your heavy boots of lead, your rubbered suit, your hazard gloves. Let them see your radioactive bones. You are resistant to radiant damage and corruption. When unclothed, adjacent creatures lose life equal to your level each round.

tags:

[trait] [path:Skeleton] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 145
  • usage:
    • scope: path; id: Skeleton; index: 1

Golem

Golem. You have made, remade, and unmade yourself. You have a timelost civilian profession, such as tea protocollier or soothstrologist. You become skilled (+3 bonus) in any activity you closely observe for a day, encoding it as a skill lemma stored in an inventory slot. You cannot improve a skill lemma. Removing it takes 10 minutes.

tags:

[trait] [path:Golem] [affects:actions] [inventory:slot]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 122
  • usage:
    • scope: path; id: Golem; index: 0

Greenlander

Greenlander. You are the child of industry. Skilled at using civilian oldtech magics and fantascience, commanding golems, controlling vehicles, and supplicating at the temples. You wield oldtech guns and traditional voidship weapons.

tags:

[trait] [path:Greenlander] [affects:attack] [affects:powers]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 124
  • usage:
    • scope: path; id: Greenlander; index: 0

Grit

Grit. Gain 1 life per level and advantage when you roll endurance.

tags:

[trait] [path:Fighter] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Fighter; index: 3

Grounded

Grounded. A solid life has left you able to shrug off the slings and arrows of outrageous misfortune. Gain +1 aura or thought. Also, remove 1 additional mental burden when you rest.

tags:

[trait] [path:Servant] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 143
  • usage:
    • scope: path; id: Servant; index: 1

Hackmagic

Hackmagic. Hack and modify active powers and oldtech effects. If you recognize a power (a thought test suffices) and it is equal or lower than your level, you can spend its price (in life or hero dice) to wrest control of it for one round. The Cosmic Qanat’s increased level applies to the Hackmagic trait.

tags:

[trait] [path:Noömagus] [affects:powers] [uses:life] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 133
  • usage:
    • scope: path; id: Noömagus; index: 2

Hardened

Hardened. You’re good at avoiding effects that would stun, paralyze, or otherwise incapacitate you. Also, resistant to electromagnificent radiation.

tags:

[trait] [path:Golem] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 123
  • usage:
    • scope: path; id: Golem; index: 1

Hashtag Blessed

Hashtag Blessed. Every time you visit a new place, gain a tourist die. It works like a hero die. You can hold a number equal to your charisma.

tags:

[trait] [path:Tourist] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 149
  • usage:
    • scope: path; id: Tourist; index: 6

Trickster Path


Hexad Member

Hexad Member. You belong to a self-help society and know its glyphs and protocols. Your source code has been modified to give you access to its self- defense arsenal. Once per day, spend 1 charisma to find a contact in an industrial district.

tags:

[trait] [path:Redlander] [affects:social] [uses:abilityPoint] [frequency:per-day]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 139
  • usage:
    • scope: path; id: Redlander; index: 1

Hexer Meritocrat

Hexer Meritocrat. Your merit remains superlative. When skilled, your bonus is +4, when expert +8, when a master +12.

tags:

[trait] [path:Noble] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 131
  • usage:
    • scope: path; id: Noble; index: 1

Hollow Halo

Hollow Halo. You may attune mindless undead you have maintained this week to your Halo. Attuned undead recognize you as a handler and obey simple commands. You may keep a number of attuned undead equal to your Level + Aura; if any miss upkeep and Degrade, it immediately drops out of attunement. Expert: Your Ba rides the void-channels. You may see and hear through one attuned undead at a time, and you may shift your senses between them freely. Master: You may cast Powers through any attuned undead, as if you stood where it stands.

tags:

[trait] [path:Revenant] [affects:powers] [affects:senses]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Revenant; index: 6

Holy Diver

Holy Diver. Too long you swam in the noösphere, hunting the marrow of forgotten knowledge. At last, the noösphere stared back into you and reworked your mind. You have an intuitive grasp of dreamwalking and dream portals. Spend 1 life to read where a portal leads.

tags:

[trait] [path:Holy Fool] [affects:actions] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 127
  • usage:
    • scope: path; id: Holy Fool; index: 3

Holy Fool

Holy Fool. You call yourself a prophet, your birth machine calls you a very naughty human. You read dreams, listen to stars, sing to the sea. Also, when you have no relevant skill, you can spend 1 life or ability point to get +1d6 to a single roll.

tags:

[trait] [path:Holy Fool] [affects:actions] [uses:life] [uses:abilityPoint]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 126
  • usage:
    • scope: path; id: Holy Fool; index: 0

Housemaker

Housemaker. Nothing makes humans happier than nests. Thus humans make their own homes: building, wiring, plumbing, repairing. Spend a hero die to find a useful air duct or sewer connection between two rooms or adjacent buildings.

tags:

[trait] [path:Servant] [affects:actions] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 143
  • usage:
    • scope: path; id: Servant; index: 2

Human Library

Human Library. A field of Long Long Ago knowledge is stored in your mind. You can only access it subconsciously. Gain +1 thought.

tags:

[trait] [path:Purplelander] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 137
  • usage:
    • scope: path; id: Purplelander; index: 3

Humans of the Pananthropy

Humans of the Pananthropy. Common pan-humanity includes all close‐to-baseline sentient and soulful post-humans, retro-humans, dwarfs, half-elfs, halflings, quarterlings, half-orcs, golems, liches, iron humans, lings, and ghosts. If it lives in a town and does human things, it’s probably a human of some sort.

Note: This is a referee-facing “baseline human NPC” statline by level. Life is the direct level value (4 + 4×Lvl). Mor is an NPC-only morale track. Def, Bon, and Dmg are condensed assumptions for a typical human of that level (ability + relevant skill + armor/gear), not guaranteed level-granted bonuses; adjust them to match the fiction (e.g., armor and shields → higher Def, professionals → higher Bon, better weapons/oldtech → higher Dmg). Customize further with the free Heritage trait and 1–2 additional traits. Tiers: Town Human (Lv 0–1); Capable Human (Lv 2–3); Dangerous Human (Lv 4–5); Elite Human (Lv 6–7); Legendary Human (Lv 8–9).

d00 Lvl Life Mor Def Bon Dmg
01–20 0 4 2 7 +3 1d4
20–39 1 8 3 8 +4 1d6+1
40–59 2 12 4 9 +5 1d8+2
60–74 3 16 5 10 +6 1d10+3
75–84 4 20 6 11 +8 1d12+5
85–92 5 24 7 12 +10 2d8+6
93–97 6 28 8 13 +12 2d10+9
98 7 32 9 14 +14 2d12+12
99 8 36 10 15 +16 3d10+15
00 9 40 11 16 +18 4d12+20

tags:

[trait] [path:Humans of the Pananthropy] [affects:npc] [affects:statblock]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Humans of the Pananthropy; index: 0; note: Base advancement; common humanoid NPC statline for levels 0–9.

Hunter

Hunter. Track, trap, and shoot game with bow, rifle, and javelin. Hide in the wilds, move unseen. When you shoot from ambush, your critical hits deal triple instead of double damage. Expert: x4; master: x5.

tags:

[trait] [path:Traveler] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
  • usage:
    • scope: path; id: Traveler; index: 3

I Am Legion

I Am Legion. You know everything about armies. Also, track the enemies you kill in a battle. Every enemy killed gives you a cumulative bonus of +1 damage until the end of the battle. After the first kill, blood gushes from you until the killing stops. Expert: the bonus is +2 per kill. Master: +3.

tags:

[trait] [path:Weapon] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 153
  • usage:
    • scope: path; id: Weapon; index: 6

Informant

Informant. You had the great honor of becoming an unofficial Inquisition agent. You receive €5/wk, and once per session you can spend a hero die to have a misdemeanor overlooked. Sometimes the Inquisition asks for a small favor.

tags:

[trait] [path:Greenlander] [affects:social] [uses:heroDie] [frequency:per-session]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 125
  • usage:
    • scope: path; id: Greenlander; index: 3

Inquisition Agent

Inquisition Agent. The Human Authority does not have a secret police force. Such suggestions are illegal. You are certainly not skilled with interrogation techniques, nor possess a license to kill.

tags:

[trait] [path:Manager] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 129
  • usage:
    • scope: path; id: Manager; index: 3

Intestinal Fortitude

Intestinal Fortitude. Once per session, restore one attribute completely. Right now. Just like that. Also, once per session, you can spend a hero die to overcome an ingested poison or a fear effect.

tags:

[trait] [path:Tourist] [affects:actions] [uses:heroDie] [frequency:per-session]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 149
  • usage:
    • scope: path; id: Tourist; index: 5

Irresistible

Irresistible. Every round you deal damage equal to your level to one foe you attacked, whether your attack roll hit or missed.

tags:

[trait] [path:Fighter] [affects:attack] [frequency:per-round]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Fighter; index: 4

Kaffetropist

Kaffetropist. You metabolize caffeine into other useful drugs. Drinking a coffee can put you to sleep, wake you up, purge you of other toxins (lose 1d3 life throwing up), or give you visions (gain ward +5 but your motor skills are impaired).

tags:

[trait] [path:Purplelander] [affects:life] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 137
  • usage:
    • scope: path; id: Purplelander; index: 4

Killbite

Killbite. Make a free attack upon death.

tags:

[trait] [path:Erratic Expendables] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 163
  • usage:
    • scope: trope; id: Erratic Expendables; index: 4

Knight Reflexes

Knight Reflexes. Overclocked nerves and glands let you spend life to increase your initiative (1-for-1). Also, gain +1 agility.

tags:

[trait] [path:Noble] [affects:actions] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 131
  • usage:
    • scope: path; id: Noble; index: 2

Lair wards

Lair wards. Claim a zone: one room, cabin, campsite, shop, or small ruin you can clearly define. While you or allies are inside your lair, intruders (creatures you do not permit) suffer - 2 to attack rolls, Saves, and intrusion attempts (entering, picking, scrying, ward-testing). While within your lair you may scry (send your senses) up to one zone away. You may move/remap your lair by spending 1 watch (4 hours) establishing it in a new place; the old lair goes inert. Expert: You always wake/notice when your lair’s threshold is crossed, picked, scryed, or ward-tested. Intruders must pass a d20 + Thought test vs Area Level + 10 to enter at all; failure repels or delays them (referee’s call). Master: Teleportation, possession, and noospheric entry/exit into the lair require the same test; failure rebounds the intruder to the nearest safe edge.

tags:

[trait] [path:Vampire] [affects:actions] [affects:attack] [affects:save] [affects:ward]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Vampire; index: 6

Legal Immunity

Legal Immunity. Your patrician status buys you many perks: free parking, priority access, open doors, and more. Once per session, you can spend a hero die to make cops and judges look away.

tags:

[trait] [path:Bourgeois] [affects:social] [uses:heroDie] [frequency:per-session]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 121
  • usage:
    • scope: path; id: Bourgeois; index: 4

Lost Songs

Lost Songs. Your haunting songs of human resilience inspire your allies and frighten your foes. Spend 1 charisma, hero die, or blood die to grant a 1d8 bonus or penalty to a roll.

tags:

[trait] [path:Barbarian] [affects:actions] [uses:abilityPoint] [uses:heroDie] [uses:bloodDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 117
  • usage:
    • scope: path; id: Barbarian; index: 5

Loyal

Loyal. You never betray your friends (or master), and would suffer torture and tribulation for them without fear. Once per scene, when you sacrifice your own best interests to prove your loyalty, you immediately gain a hero die. Also, gain +1 ward.

tags:

[trait] [path:Bearer] [affects:social] [uses:heroDie] [frequency:per-scene]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 157
  • usage:
    • scope: path; id: Bearer; index: 4

Manager

Manager. An avatar of law, order, and procedure. You navigate forms and traditions, temples and bureaus. You wield the uniform, armor, and tools of your guild. Also, you can spend 1 life to detect if a creature is lying or not (90% accurate).

tags:

[trait] [path:Manager] [affects:actions] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 128
  • usage:
    • scope: path; id: Manager; index: 0

Martyr

Martyr. On death, grant your bonus to nearby allies.

tags:

[trait] [path:Erratic Expendables] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 163
  • usage:
    • scope: trope; id: Erratic Expendables; index: 2

Metropolitan

Metropolitan. Your civic sense lets you unerringly travel a city’s secret ways, and you know how to tap civil nutrient and energy flows for free. Your innate sense of superiority grants you ward +1.

tags:

[trait] [path:Greenlander] [affects:actions] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 125
  • usage:
    • scope: path; id: Greenlander; index: 4

Mind Palace

Mind Palace. Memorize a number of powers equal to your level for free, ignoring inventory. Draw the memory palace on the back of your character sheet.

tags:

[trait] [path:Wizard] [affects:powers] [inventory:free]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 16
    • book: Eternal_Return_Key; page: 12
  • usage:
    • scope: path; id: Wizard; index: 4

Mossblood

Mossblood. Your slowfolk ancestors adapted to the city’s hunger by learning to feed on light and rain, mineral and plant-stolen nutrient. You can speak to the plants through their local noöspheres.

tags:

[trait] [path:Greenlander] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 125
  • usage:
    • scope: path; id: Greenlander; index: 5

Motivational

Motivational. Spend a hero die to encourage a human resource to do what you want. They can refuse, but it costs them 1d6 + level life.

tags:

[trait] [path:Manager] [affects:social] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 129
  • usage:
    • scope: path; id: Manager; index: 4

My Bones Engraved

My Bones Engraved. You spoke to the keeper of thoughts, who gave you a magic chisel to engrave your bones. Gain five bone inventory slots for powers on your arms, legs, and skull. Engraving a power takes a day. Replacing an engraved power permanently reduces your endurance by 1 unless you also ritually replace your bones (ouch). Expert: Powers you engrave cost 1 less Life (minimum 1). Master: Replace or remove a power with no edurance loss or bone replacement. You may engrave one power on another’s bones.

tags:

[trait] [path:Revenant] [path:Skeleton] [affects:inventory] [inventory:slot]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 145
  • usage:
    • scope: path; id: Revenant; index: 2
    • scope: path; id: Skeleton; index: 2

Noble

Noble. You were born better. You don’t need to do anything, you just have to be. You are skilled with prestigious weapons and armors, rich with oldtech, imbued with fantascience. Also, spend a hero die to make lower class human see things your way.

tags:

[trait] [path:Noble] [affects:attack] [affects:social] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 130
  • usage:
    • scope: path; id: Noble; index: 0

Noömagus

Noömagus. You call yourself a neon knight. Rejoice in memetic rituals and wield the powers electric, luminous and daemonic. Use synthetic and luminous weapons. Also, spend a hero die to remember a fact about any unknown item you hold.

tags:

[trait] [path:Noömagus] [affects:powers] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 132
  • usage:
    • scope: path; id: Noömagus; index: 0

Noösphere Native

Noösphere Native. You were born in a generation hooked to the noösphere. You can access and use it, but you also add your skill bonus to all defenses in the noösphere... and against daemons in general.

tags:

[trait] [path:Noömagus] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 133
  • usage:
    • scope: path; id: Noömagus; index: 3

Noösphere Priest

Noösphere Priest. You are trained to interface with the noösphere and program its peripherals for maximum user satisfaction. Also, gain a bonus when making sacrifices to the digital gods.

tags:

[trait] [path:Manager] [affects:powers]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 129
  • usage:
    • scope: path; id: Manager; index: 5

Numbers Maximization Official

Numbers Maximization Official. You mastered the popular human game of “numbers go up.” Spend 1 life to add 1d6 to a roll, but the result is your chance of a critical failure on your next roll.

tags:

[trait] [path:Manager] [affects:actions] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 129
  • usage:
    • scope: path; id: Manager; index: 6

Noble Path


Oblique Reality

Oblique Reality. Spend one life or one hero die to deflect a power targeting you (or an adjacent target) to the left or the right (or up or down).

tags:

[trait] [path:Wizard] [affects:powers] [uses:life] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 16
    • book: Eternal_Return_Key; page: 12
  • usage:
    • scope: path; id: Wizard; index: 5

Of-World

Of-World. Your essence is entwined with the source code of the world. Spend 1 hero die to merge with stone or tree or pond or cloud for a few hours. Expert: While merged, you can sense intrusions and disturbances in your medium within near range (sounds through stone, ripples through water, pressure through cloud, sap-shiver through trees). You may also leave a subtle tell (a frost-glyph, a knot in grain, a ripple-pattern) that a wardwright or spirit-sensitive can recognize as yours. Master: While merged, you may move through your medium (stone-to-stone, tree-to-tree through roots/branches, water-to-water through connected flows, cloud-to-cloud across the same weather) at walking speed, emerging anywhere along that connected body within the duration.

tags:

[trait] [path:Scion] [path:Spirit] [affects:powers] [uses:heroDie]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 141
  • usage:
    • scope: path; id: Spirit; index: 4
    • scope: path; id: Scion; index: 3

Old Money

Old Money. Progenitor refuses to drop their banking and industrial concerns from their cold, undead, reincarnated grasp. Still, you have your name and allowance. Trust fund gives you €25/wk.

tags:

[trait] [path:Bourgeois] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 121
  • usage:
    • scope: path; id: Bourgeois; index: 5

Once Again

Once Again. Revive two rounds after death, once. Mark this trait when it is used. While marked, it cannot trigger again. Unmark at the referee’s discretion -- for example, if a daemon spends a Hero Die on your behalf or the character rests for a week. Expert: When you revive via Once Again, gain +2 Defense until the end of the current round. You may immediately make one free move (no attack). Master: You revive after 1 round instead of 2. Upon reviving, you may immediately make one free move and attack against a hostile creature within reach. Also, Once Again unmarks automatically after a full rest.

tags:

[trait] [path:Erratic Expendables] [path:Vampire] [affects:life]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 163
  • usage:
    • scope: path; id: Vampire; index: 5
    • scope: trope; id: Erratic Expendables; index: 3

Oppressed Faith

Oppressed Faith. That you must hide your faith proves its power. It teaches stealth and a guarded tongue. You may publicly invoke one god, while using the power of another.

tags:

[trait] [path:Bluelander] [affects:powers]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 119
  • usage:
    • scope: path; id: Bluelander; index: 3

Orange Half-Ling

Orange Half-Ling. Your small size reduces your needs and extends your life. You need only a quarter as much food, water, and drink as the average human. Also, gain +1 agility (to a maximum of 6).

tags:

[trait] [path:Orangelander] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 135
  • usage:
    • scope: path; id: Orangelander; index: 5

Orangelander

Orangelander. You should consider yourself happy. Show off your games, arts, musics, and sports. Wield the racket, stick, hunting bow, and death polo lance. Also, spend a hero die to halt nearby undead.

tags:

[trait] [path:Orangelander] [affects:attack] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 134
  • usage:
    • scope: path; id: Orangelander; index: 0

Overcharge

Overcharge. Spend life equal to your level to double damage.

tags:

[trait] [path:Crystal Cannons] [affects:attack] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Crystal Cannons; index: 1

Paradox Die

Paradox Die. Skilled: d6*, Expert: d8*, Master: d10*; You twist probability at the moment it resolves. Mark this trait to roll a Paradox Die and add or subtract its result to any roll. Immediately make a Danger Roll vs the total Paradox Die result (reality glitches). You may not mark this trait if it is already marked. Unmark this trait by one of the following methods: Rest for one watch (4 hours), or Rest for 10 minutes and spend 1 Life, or Rest for an action and take 1 point of ability damage.

tags:

[trait] [path:Wild Mage] [affects:actions] [uses:life]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Wild Mage; index: 1

Perfect

Perfect. Your form is perfect and unchanging, unlike the malleable body natural to humans. Your perfection intimidates and attracts alike. You cannot be corrupted or bio-modified. Gain +1 charisma.

tags:

[trait] [path:Scion] [affects:social]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 141
  • usage:
    • scope: path; id: Scion; index: 4

Perfected Germline

Perfected Germline. Taller and healthier than other humans, you are immune to all diseases and free of all flaws. Allegedly.

tags:

[trait] [path:Noble] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 131
  • usage:
    • scope: path; id: Noble; index: 6

Noömagus Path


Personal Daimon

Personal Daimon. Nimbic essence of a goldenager from the farthest times, where future and past meet. It knows strange histories and, once per session, lets you narrate a surprise twist or discovery ("there was an extra battery in the empty suitcase!"). The referee has a soft veto if something is far too silly. Expert: Given a Directive (translate, watch, route, diagnose, map dream-noise, maintain wards, etc.) and within the right context window, the daimon grants +3 to relevant tests and routine assistance. Master: Overclock your personal daimon. Choose one effect, then mark this trait -- it is inert until repaired or "re-captured": Parallelize -- the daimon executes an action for the character, allowing them to take another action; Shield -- reduce the penalty from a noospheric complication by 2 or gain +2 on one Save vs noospheric effects.

tags:

[trait] [path:Spirit] [path:Tourist] [affects:actions] [frequency:per-session]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 149
  • usage:
    • scope: path; id: Spirit; index: 5
    • scope: path; id: Tourist; index: 1

Pet Sidekick

Pet Sidekick. You treat the pet as your master. They are the same level as you. You can swap roles, making the pet the PC (generate its ability scores normally). You grasp the thoughts and emotions of creatures similar to the pet. Gain +1 aura.

tags:

[trait] [path:Purplelander] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 137
  • usage:
    • scope: path; id: Purplelander; index: 5

Phase

Phase. Spend 1 life to become a ghost for one round. While a phase ghost, you may move freely through mundane matter (walls, creatures, objects). Passing through significant barriers (fortifications, sanctified ground, active machinery) requires a d20 + Thought test vs. Area Level + 10; failure repels or delays you. Named, sanctified, enchanted, or noospheric effects still affect you normally. Expert: While phased, your attacks ignore Armor modifiers to the target’s physical Defense. Master: When a physical attack or hazard would affect you, you may spend 1 life to Phase immediately. The triggering effect passes through you (unless it is named, sanctified, enchanted, warded, or noospheric). You remain phased until the end of your next turn.

tags:

[trait] [path:Crystal Cannons] [path:Spirit] [affects:actions] [affects:defense] [uses:life]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: path; id: Spirit; index: 1
    • scope: trope; id: Crystal Cannons; index: 5

Phylake’s Child

Phylake’s Child. They say your parent was a witch who seduced a holy guardian—an angel-demon called a phylake by scholars. Daemons talk to you and see you as one of their own.

tags:

[trait] [path:Holy Fool] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 127
  • usage:
    • scope: path; id: Holy Fool; index: 4

Pickpocket

Pickpocket. Skilled at sneaky stealing. Failed your roll? Save and no one noticed.

tags:

[trait] [path:Trickster] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 151
  • usage:
    • scope: path; id: Trickster; index: 4

Pleasant

Pleasant. Charming conversation and an easy demeanor. You get people to like you. That’s +2 to reaction rolls. Expert: +4; Master: +6.

tags:

[trait] [path:Commander] [path:Traveler] [affects:social]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 17
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Commander; index: 3
    • scope: path; id: Traveler; index: 4

Pocketmaster

Pocketmaster. Conceal a number of small objects equal to your level for free, ignoring inventory. A knife is small.

tags:

[trait] [path:Traveler] [affects:inventory] [inventory:free]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Traveler; index: 5

Power (as Trait)

Power-as-Trait. Some powers live in your head, nerves, or soul instead of on a shelf. When a power is recorded as a trait—engraved as memetic code, sung into implanted crystal, branded on your aura—it occupies a trait slot but follows the normal power rules in the Vastlands Guidebook (life cost = power score; double cost if you lack a relevant skill; make danger rolls when the use is risky). Treat the trait entry as the storage container; the actual procedure and stats stay in the power’s listing.

Storage: Powers may also live as items (spellbooks, rods, idol-cartridges) or burdens (curses, compulsions). When a power explicitly says it “counts as a trait,” use this template: list the hosting trait, then reference the originating codex entry. Free inventory tricks still work (mind palaces, technocodexes, path features) and may let multiple powers ride in the same slot.

Activation: Spend life (or ability points) equal to the power score, apply modifiers from traits or items, and roll for danger when appropriate (target = price). Failures route into the corruption procedure; successes leave the trait ready for reuse.

Power recap: every Vastlands power lists Power (P), Range (R), Target (T), Duration (D), and Overcharge steps (Ox). Optional attributes such as Anchored, Attack, Focus, Fueled, Imbued, or Item appear when the procedure has special hooks. If a power is flagged as dangerous (or you lack skill/levels), expect to make the danger roll before the effect resolves.

Removal: A power-trait can be forgotten, exorcised, traded, or overwritten like any other trait, though doing so may have in-fiction costs (losing a neural tattoo, paying a data-smith, letting the implanted daemon die).

tags:

[trait] [power]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 94
  • usage:
    • scope: powerlist; id: Vastlands Powers Chapter; note: See Synthetic_Dream_Machine/Synthetic_Dream_Machine_03_Powers_Index.md for canonical power listings that count as traits, and cross-reference those entries here as they come online.

Powers-as-Traits

(Abstract trait category; individual powers are defined elsewhere.)

<TODO: Create a standard block, with examples, like Backgropund>

Power Scroller

Power Scroller. You’re great at scrolls. You can take a power, prime it, and bind it to a physical object like a business card or napkin with locking glyphs. The scroll is imbued with your life force until someone activates it with the trigger word of your choice. You can spend a hero die to reduce the cost of a power imbued in a scroll by that amount (minimum 1). You can recover imbued life after the scroll is discharged.

tags:

[trait] [path:Noömagus] [affects:powers] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 133
  • usage:
    • scope: path; id: Noömagus; index: 4

Powered

Powered. You don’t need to eat. An omni-battery is all you need. Also, you can jump-start machinery with a spark from your finger.

tags:

[trait] [path:Golem] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 123
  • usage:
    • scope: path; id: Golem; index: 2

Purplelander

Purplelander. You are a sufficiently advanced magical creation to pass as human. Skilled with telemental and mathempsychic machineries. Wield the tools of the recovered steppes, from bolter to pick. Also, you count as post-human, granting you a +3 bonus against effects that target humans.

tags:

[trait] [path:Purplelander] [affects:attack] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 136
  • usage:
    • scope: path; id: Purplelander; index: 0

Quartermaster

Quartermaster. You keep the Company fed, paid, and pointed the right way. Skilled: At the week scale, reduce Company supply spend by 1 sack (minimum 1). In settled places, gain +2 to tests to buy, hire, negotiate wages, or arrange transport. Expert: Once per week, when a misfortune/encounter would cost supplies, ammo, tools, or spares, make a moderate relevant test; on a success, halve the loss (round up) or shift it to a different expendable the referee names ("lose rope, not water"). Master: You can requisition in jurisdictions that recognize your badge/charter/papers: claim short-term supplies, lodging, or transport (scale by Area Level / scarcity). It always leaves a paper trail -- expect repayment, favors, or questions later.

tags:

[trait] [path:Commander] [affects:inventory] [affects:social] [frequency:per-week]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Commander; index: 4

Rancher

Rancher. You know how to keep herds well-oiled and charged, manage shepherds and dogs, ride solar steeds, spot water holes, and rustle burden beasts. Gain 1 strength or charisma.

tags:

[trait] [path:Yellowlander] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 159
  • usage:
    • scope: path; id: Yellowlander; index: 3

Rationalised

Rationalised. Hard-wired panic immunity. Add your strength or endurance to your ward score.

tags:

[trait] [path:Soldier] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 147
  • usage:
    • scope: path; id: Soldier; index: 4

Reanimator

Reanimator. Not only learned in the hidden scriptures, you carry sparks of the Once-Living God within you. Spend 1 life to reanimate a hound-sized beast for an hour, more for larger creatures. Expert: Your reanimations are efficient. Mindless corpses you reanimate last for a watch instead of an hour, or cost 1 less Life (minimum 1). Master: You can reanimate a swarm. When you reanimate, you may split the effect into up to eight smaller mindless undead (rats, hands, skulls, crawlers, etc.) that share one duration and obey one command. Each still requires normal upkeep; if any go feral, they all do.

tags:

[trait] [path:Bluelander] [path:Revenant] [affects:powers] [uses:life]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 119
  • usage:
    • scope: path; id: Revenant; index: 5
    • scope: path; id: Bluelander; index: 4

Recast

Recast. When your power fails or a target makes its save, you can use the power again for free. Once. Recharge your recast with a hero die. Expert: When you use Recast, gain +2 on the recast power’s attack or activation roll or apply -2 to the target’s Save roll. Master: When you use Recast, you may choose to recharge the trait immediately. You may only choose this once each watch and the recast power triggers a Danger Roll.

tags:

[trait] [path:Wild Mage] [path:Wizard] [affects:powers] [uses:heroDie]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 16
    • book: Eternal_Return_Key; page: 12
  • usage:
    • scope: path; id: Wild Mage; index: 6
    • scope: path; id: Wizard; index: 6

Redlander

Redlander. You are a free, refined, distilled human. Build bunkers, cultivate vines, and seal your mind to lies. Wield divine liberation weapons: cannon and chainsaw, hammer and sickle. Also, armor you wear grants an additional +1 defense per stone.

tags:

[trait] [path:Redlander] [affects:attack] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 138
  • usage:
    • scope: path; id: Redlander; index: 0

Resistomorph

Resistomorph. After being hit by an attack, ignore that attack type for one round.

tags:

[trait] [path:Brick Bastions] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Brick Bastions; index: 4

Resourceful

Resourceful. A lifetime in the shadows has taught you how to borrow and misappropriate with aplomb. When visiting a building for the first time, you can spend 1 life to walk away with a useful item.

tags:

[trait] [path:Servant] [affects:inventory] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 143
  • usage:
    • scope: path; id: Servant; index: 3

Revenant

Revenant. Exposure to the Void has opened your mind to strange magics. You can recognize [void] workings -- tell if a creature, object, place, or Power is [void]-tainted after a moment of still attention. When an undead special attack, or a [void] Power targeting you fails, gain 1 temporary life. Expert: Gain 1 temporary life when any Power targeting you fails (not just undead/[void]). Master: Gain the Power’s base cost in temporary Life (ignore any Overcharges). Also gain Affinity - Illusion, Light, Void (as a Heritage-style effect tied to this trait).

tags:

[trait] [path:Revenant] [affects:life] [affects:powers]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Revenant; index: 0

Revenant-in-Waiting

Revenant-in-Waiting. When you die, your weapon (your master) may choose to revive you by reducing one of your ability scores by 1. Each time you return, you are a little less human, a little more dead. When all your scores are reduced to 0, you are your weapon’s shambling corpse slave.

tags:

[trait] [path:Bearer] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 157
  • usage:
    • scope: path; id: Bearer; index: 5

Riposte

Riposte. Make a free counterattack against missed attacks.

tags:

[trait] [path:Darting Dodgers] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Darting Dodgers; index: 3

Rockblood

Rockblood. Below half life, double defense.

tags:

[trait] [path:Brick Bastions] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Brick Bastions; index: 5

Ruderalist

Ruderalist. Garden in the oldtech ruins, distinguish holograms from hollow eaters, and navigate the dangers of oldtech by intuition and tradition. Wield electric and magnetic weapons. Gain 1 thought.

tags:

[trait] [path:Yellowlander] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 159
  • usage:
    • scope: path; id: Yellowlander; index: 4

Ruster

Ruster. Almost barbarous in your ability to live off the land, away from the oldtech factories and fabricators. You know how to scavenge food and equipment from wastelands, ruinlands, and another strange post-builder ecosystem of your choice. You are skilled with the bolter, the net, the hook, the army knife, and the camouflage suit.

tags:

[trait] [path:Redlander] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 139
  • usage:
    • scope: path; id: Redlander; index: 3

Saffron Eater

Saffron Eater. Long exposure to exotic poisons and potions has turned your skin bright yellow and made you resistant to most toxins. Gain 1 aura and a bonus to avoid becoming addicted.

tags:

[trait] [path:Yellowlander] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 159
  • usage:
    • scope: path; id: Yellowlander; index: 5

Scion

Scion. You are the child of a divine ancestor. Your blood holds skills and keys to divine powers, ancient customs, and buildertech devices. Spend 1 life to dive into ancestral memories for a fact about the Long Long Ago. Also, spend a hero die to boost an ability score by 1d6 for about an hour.

tags:

[trait] [path:Scion] [affects:powers] [uses:life] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 140
  • usage:
    • scope: path; id: Scion; index: 0

Sculpted Beauty

Sculpted Beauty. Beyond the germline, you exude synthetic glamour. Gain +2 charisma.

tags:

[trait] [path:Noble] [affects:social]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 131
  • usage:
    • scope: path; id: Noble; index: 5

Second Chance

Second Chance. When you would fall to 0 life, you fall to 1 life instead. Once. Recharge second chance with a hero die.

tags:

[trait] [path:Fighter] [affects:life] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Fighter; index: 5

Servant

Servant. You were born, or made, to serve. You are skilled in a blue collar trade, but also in relations, deceptions, and flatteries. You gain +1 life per point of endurance. Also, spend a hero die to make the higher classes overlook or underestimate you.

tags:

[trait] [path:Servant] [affects:life] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 142
  • usage:
    • scope: path; id: Servant; index: 0

Shackleminded

Shackleminded. Your brain has been augmented with glyph-scribed nails and holy wires immunizing you against mental attacks, psychic effects, and individual initiative. Gain +2 ward and +1 endurance, but lose -1 thought.

tags:

[trait] [path:Bearer] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 157
  • usage:
    • scope: path; id: Bearer; index: 6

Yellowlander Path


Shatter

Shatter. On death, deal your level × d4 damage to all nearby targets.

tags:

[trait] [path:Crystal Cannons] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Crystal Cannons; index: 4

Shieldfriend

Shieldfriend. Can take a hit meant for nearby allies. Expert: Reduce the damage by your level + Endurance. Master: When you are in the same zone as a friendly Unit, you may intercept any single attack, effect, or instance of damage that would affect one member of that Unit.

tags:

[trait] [path:Brick Bastions] [path:Commander] [affects:defense]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: path; id: Commander; index: 2
    • scope: trope; id: Brick Bastions; index: 1

Shopstaff

Shopstaff. Grown and bred to a service role, you make people feel comfortable around you. Spend 1 charisma to make a human more friendly (a hostile foe calms down, a surly fellow becomes helpful).

tags:

[trait] [path:Servant] [affects:social] [uses:abilityPoint]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 143
  • usage:
    • scope: path; id: Servant; index: 4

Signalmaster

Signalmaster. You keep the signal alive -- voice, banner, drum-code, lamps, clicks on the noösphere. Skilled: Allies who can see/hear your signal don’t lose coordination to ordinary chaos (smoke, crowd noise, darkness, confusion) unless it’s truly disruptive (hard separation, storm, ward-jamming, total blackout). If you have Commander, this also prevents your attached Units from being severed by ordinary chaos. Expert: Once per round, when a friendly creature/Unit in your zone or Near would break, scatter, or test morale, you may make a rally test; on a success they hold together long enough to act normally this round (they may still withdraw after). Master: You can run a relay: choose a willing ally/Unit in your zone or Near as your signal post; for this encounter, treat allies who can see/hear them as also receiving your orders/rally (until the relay is taken out or separated).

tags:

[trait] [path:Commander] [affects:actions] [affects:morale] [affects:social] [frequency:per-round]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Commander; index: 5

Silver-Tongued

Silver-Tongued. You could (and do) talk the scales off a dragon. Spend a hero die and a creature believes you, no roll required.

tags:

[trait] [path:Trickster] [affects:social] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 151
  • usage:
    • scope: path; id: Trickster; index: 6

Weapon Path


Skeleton

Skeleton. You were dead. Now you are un. A dread force animates you. You need no food, water, air or sleep. You speak, though you have no larynx. You take minimum damage from piercing attacks and half from slashing, but double from blunt. Also, you are skilled in a timelost weapon.

tags:

[trait] [path:Skeleton] [affects:defense] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 144
  • usage:
    • scope: path; id: Skeleton; index: 0

Slam

Slam. Spend 5 life to knock down adjacent foes (save).

tags:

[trait] [path:Brick Bastions] [affects:attack] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Brick Bastions; index: 6

Slayer

Slayer. Once per round, double your attack and damage modifiers against a foe of your level or higher.

tags:

[trait] [path:Soldier] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 147
  • usage:
    • scope: path; id: Soldier; index: 5

Social Survivor

Social Survivor. Trained to intuit what others want, you can spend 1 life to improve a reaction result.

tags:

[trait] [path:Manager] [affects:social] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 129
  • usage:
    • scope: path; id: Manager; index: 2

Soiltwined

Soiltwined. Sprung from the soil itself, you are an ur-peasant, one with this Given World. Barefoot on bare ground, you are wiser and stronger, adding your endurance to thought and strength rolls.

tags:

[trait] [path:Greenlander] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 125
  • usage:
    • scope: path; id: Greenlander; index: 6

Holy Fool Path


Soldier

Soldier. You served in the not-wars at the edge of time. You know the weapons and armors of regulation; wandgun and shield, blade and combat suit. You gain +2 defense (+4 at expert, +6 at master). Also, when an ally stands next to you, they add your charisma to their defense score.

tags:

[trait] [path:Soldier] [affects:attack] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 146
  • usage:
    • scope: path; id: Soldier; index: 0

Soothsayer

Soothsayer. When no one else in a village can read, your interpretation of divine dreams from the ambient hum of the noötrees is invaluable. Grove, glade, mushroom and slime talk to you. Spend 1 life to talk to them.

tags:

[trait] [path:Holy Fool] [affects:actions] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 127
  • usage:
    • scope: path; id: Holy Fool; index: 5

Soul Fuel

Soul Fuel. Find the ka in all things. Use a nearby friend’s life force to fuel your powers. Also, spend a hero die and 1d4 life to recharge an omnibattery.

tags:

[trait] [path:Noömagus] [affects:powers] [uses:life] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 133
    • book: Eternal_Return_Key; page: 12
  • usage:
    • scope: path; id: Noömagus; index: 5

Soul Thief

Soul Thief. When a nearby creature is reduced to 0 life, you can steal a little of its soul and gain 1d4 life. This reduces one of its other attributes to 0.

tags:

[trait] [path:Skeleton] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 145
  • usage:
    • scope: path; id: Skeleton; index: 6

Soldier Path


Spelunker

Spelunker. Growing up in a mountain drilling, you’ve ventured into deep places. Climbed, rappelled, dived, camped, foraged, marked, and mapped them. Also, gain a bonus when fighting in tight places.

tags:

[trait] [path:Bluelander] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 119
  • usage:
    • scope: path; id: Bluelander; index: 5

Spirit

Spirit. Your body (Ha) is slightly out of phase and insubstantial, yet your soul (Ka) and psyche (Ba) remain fully present. You gain +6 Defense vs. physical attacks and suffer Life damage normally. Others sense your touch as a light crackle of energy and you cannot manipulate objects. Named, warded, enchanted, or noospheric effects can always affect you. To act physically, you must manifest your Ha, spending 1 Life for one hour. While manifested you may use your Strength ability score, carry Strength stones in gear, and interact normally with objects. When manifestation ends, your body slips out of phase again. Expert: Spend 1 Life to manifest for one watch (4 hours), carry up to 3 + Strength stones while manifested. Master: Spend 1 Life to manifest for one day. Also, gain Affinity - Chaos, Dream, Shadow (as a Heritage-style effect).

tags:

[trait] [path:Spirit] [affects:actions] [affects:defense] [affects:ward] [uses:life]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Spirit; index: 0

Sporemark

Sporemark. The mycelium is within you. You hear the all-fungus. Talk to trees and soil and rotting things. If injuries reduce you to 0 life, spending a day buried in living soil restores you to full health.

tags:

[trait] [path:Bluelander] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 119
  • usage:
    • scope: path; id: Bluelander; index: 6

Bourgeois Path


Springer

Springer. Jump away after attacking without provoking opportunity attacks.

tags:

[trait] [path:Darting Dodgers] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Darting Dodgers; index: 5

Stabber

Stabber. Deal double damage to surprised opponents.

tags:

[trait] [path:Darting Dodgers] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Darting Dodgers; index: 6

Steadfast

Steadfast. Cannot be moved against their will.

tags:

[trait] [path:Brick Bastions] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Brick Bastions; index: 2

Strong

Strong. A life of labor and the good diet provided by the establishment has given you a powerful physique. Gain +2 strength or endurance.

tags:

[trait] [path:Servant] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 143
  • usage:
    • scope: path; id: Servant; index: 5

Subconscious Decay

Subconscious Decay. When you are unconscious or asleep, your physical form rapidly decays. It reconstitutes when you wake. Gain +1 aura. Expert: +2 aura. Master: While you are unconsciousness, your mind slips loose and drifts the local noösphere. Once per watch you may attempt a d20 + Thought test vs Area Level + 10 to do one of the following: Learn one useful fact about nearby minds/signals/wards (a clue, a rumor, a location tag); Plant a short "dream-message" (a phrase, symbol, or sensation) that a spirit-sensitive/wardwright can pick up later; Snap awake if your resting place is disturbed, crossed, or ward-tested. Also, +3 aura.

tags:

[trait] [path:Scion] [path:Spirit] [affects:actions]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 141
  • usage:
    • scope: path; id: Spirit; index: 2
    • scope: path; id: Scion; index: 5

Superuser

Superuser. You can activate any oldtech or fantascience as a free action—even if you do not have a relevant skill or it is somehow bio- or spirit-locked. The effects may still corrupt you, however.

tags:

[trait] [path:Scion] [affects:powers]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 141
  • usage:
    • scope: path; id: Scion; index: 6

Servant Path


Swift

Swift. Once per turn, spend one life or one hero die to get one extra action this round.

tags:

[trait] [path:Traveler] [affects:actions] [uses:life] [uses:heroDie] [frequency:per-turn]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Traveler; index: 6

Fighter Path


Synthetic Soul

Synthetic Soul. You have an artificial soul and a backup of your soul on a cassette. You can rewrite the soul as needed. This is really great if you need to modify your biopneumometric identity.

tags:

[trait] [path:Golem] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 123
  • usage:
    • scope: path; id: Golem; index: 3

Tactical

Tactical. After being hit by an attack, gain +3 defense against that attack type.

tags:

[trait] [path:Humans of the Pananthropy] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Humans of the Pananthropy; index: 5

Tactician

Tactician. You read the field like a diagram -- angles, timing, lines of fire, and when to commit. Skilled: Gain +1 to initiative. When your side rolls initiative, it may choose any Tactician present to roll (instead of a random ally). Expert: Gain +2 to initiative. Once per round, declare Focus Fire on one visible foe; allies you can signal (same zone or Near, clear line-of-effect) gain +1 to attack rolls against that target until the round ends. If you have Commander, you may extend Focus Fire to attached Units within your command range. Master: Gain +3 to initiative. When your side rolls initiative, you may roll twice and take the better result (your side must use your roll, use once per watch).

tags:

[trait] [path:Commander] [affects:actions] [affects:attack] [affects:initiative]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Commander; index: 6

Teamwork

Teamwork. Gain a +2 bonus and +2 Defense when standing next to an ally. Expert: When you gain the Teamwork bonus, one of the nearby ally characters also gains +2 Defense. Master: While you are standing next to any Unit, all allies in that Unit gain +2 Defense.

tags:

[trait] [path:Commander] [path:Humans of the Pananthropy] [affects:defense]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: path; id: Commander; index: 1
    • scope: trope; id: Humans of the Pananthropy; index: 2

Telempath

Telempath. You can mentally transmit general warnings, feelings, and impressions to other creatures over a middling distance. Gain +1 ward.

tags:

[trait] [path:Purplelander] [affects:actions] [affects:defense]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 137
  • usage:
    • scope: path; id: Purplelander; index: 6

Redlander Path


Terrifying

Terrifying. You’re skilled at frightening people. That’s also a +2 bonus when breaking your foes’ morale. Expert: +4; master: +6.

tags:

[trait] [path:Fighter] [affects:social]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Fighter; index: 6

Thorny

Thorny. Your skin is leathery and covered in spiny growths. You require half as much water as a normal human and gain +1 natural armor. Deal double damage when grappling.

tags:

[trait] [path:Yellowlander] [affects:defense] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 159
  • usage:
    • scope: path; id: Yellowlander; index: 6

Traits of the Vastlands


Ticking Corpse

Ticking Corpse. Deal double damage to all nearby 1d4 rounds after death (save to negate).

tags:

[trait] [path:Erratic Expendables] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 163
  • usage:
    • scope: trope; id: Erratic Expendables; index: 5

Toolmaker

Toolmaker. Improvise a weapon or tool in one round.

tags:

[trait] [path:Humans of the Pananthropy] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 162
  • usage:
    • scope: trope; id: Humans of the Pananthropy; index: 3

Tough

Tough. Your hard life means you can take more punishment than most humans. Each day, you wake up with 1d6 + level temporary punishment points. These absorb physical damage, but cannot fuel powers or traits.

tags:

[trait] [path:Servant] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 143
  • usage:
    • scope: path; id: Servant; index: 6

Skeleton Path


Tourist

Tourist. You are not from around here. Stumble into places you shouldn’t be. Visit sights meant to be hidden. By accident, of course. Wield the book, stick, and umbrella. Also, spend a hero die to enter a sealed or locked place.

tags:

[trait] [path:Tourist] [affects:actions] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 148
  • usage:
    • scope: path; id: Tourist; index: 0

Traveler

Traveler. You call yourself a vagabond, a wanderer, the wind. You are skilled at managing a caravan, navigating with maps and stars and waypoints, making and concealing camps, finding water and food, and the etiquette of the vast open lands. You wield the marching staff and the dagger and the traditional rifle.

tags:

[trait] [path:Traveler] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 17
  • usage:
    • scope: path; id: Traveler; index: 0

Trickster

Trickster. Call yourself wind, dawn, and sun. Practice linguistic tricks, technomagical illusions, and gymnosophic techniques. Spend a hero die and someone you tricked thinks you helped them.

tags:

[trait] [path:Trickster] [affects:actions] [uses:heroDie]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 150
    • book: Eternal_Return_Key; page: 13
  • usage:
    • scope: path; id: Trickster; index: 0

Underestimated

Underestimated. Nobody ever targets you first. Folks are always surprised by your first attack.

tags:

[trait] [path:Tourist] [affects:defense] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 149
  • usage:
    • scope: path; id: Tourist; index: 4

Undying Synthetic

Undying Synthetic. You will not die. But your body decays. Fortunately you know how to repair and replace yourself. Though you’ve forgotten much, you retain a profound, if eclectic, oral history.

tags:

[trait] [path:Golem] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 123
  • usage:
    • scope: path; id: Golem; index: 4

Unfred

Unfred. Your ancestors rebuilt their brains. You look human, but are immune to human-control effects and your mind counts as alien. Gain +1 endurance.

tags:

[trait] [path:Orangelander] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 135
  • usage:
    • scope: path; id: Orangelander; index: 6

Purplelander Path


Ur-War Program

Ur-War Program. The legacy of the eternal war is coded within you. Increase your agility by 1 and your unarmed damage dice by one step.

tags:

[trait] [path:Golem] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 123
  • usage:
    • scope: path; id: Golem; index: 5

Urbane

Urbane. You can go anywhere and talk to anyone in a city. Spend 1 life and there’s a secret through-alley, hidden cafe, or safe class-locked portal.

tags:

[trait] [path:Bourgeois] [affects:social] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 121
  • usage:
    • scope: path; id: Bourgeois; index: 6

Golem Path


Vampire

Vampire. Drain the life force of other creatures to fuel your own powers and abilities. Your target must be willing or immobile. You drain 1 point of life per minute. Draw a "borrowed life" box on your character sheet. You may store an amount of borrowed life equal to your own life. Borrowed Life may be spent as normal Life, but cannot be recovered by rest or healing. Expert: You may drain 1 Life per round instead of per minute when the target is grappled, restrained, or helpless. Master: Add your Level to your maximum Life.

tags:

[trait] [path:Redlander] [path:Vampire] [affects:life] [frequency:per-watch]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 139
  • usage:
    • scope: path; id: Vampire; index: 0
    • scope: path; id: Redlander; index: 4; note: FTLS Paths Vampire Path expands the core Vastlands_Guidebook Vampire trait.

Very Strong

Very Strong. Increase your strength by 2. Ignore normal human limits.

tags:

[trait] [path:Golem] [affects:attack]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 123
  • usage:
    • scope: path; id: Golem; index: 6

Greenlander Path


Veteran of the Psychic Wars

Veteran of the Psychic Wars. You fought in the mind-stealer wars with lazgun and vibro machete. Add your bonus to saves against enchantments and mind control. Also, take half damage from ordinary mental blows, but double from mental critical hits.

tags:

[trait] [path:Noömagus] [affects:save]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 133
  • usage:
    • scope: path; id: Noömagus; index: 6

Orangelander Path


Vintner

Vintner. Your ancestors modified themselves to survive off-grid, drawing sustenance from the gods’ unholy neoflora. You are immune to plant toxins. Drinking a shot of pure ethanol grants you 1 temporary life (up to your level plus endurance). Alcohol is not a plant toxin.

tags:

[trait] [path:Redlander] [affects:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 139
  • usage:
    • scope: path; id: Redlander; index: 5

Void Ward

Void Ward. The emptiness of your soul protects you. Add aura to your defense. Expert: When you would take damage from an undead special attack or [void] source, reduce the damage by your level + Aura. Master: When you reduce the damage, you may reflect the prevented amount as harm back at the source (or its nearest minion if the source is untouchable). The reflection appears as a pale afterimage of the same effect.

tags:

[trait] [path:Revenant] [path:Skeleton] [affects:defense]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
    • book: Vastlands_Guidebook; page: 145
  • usage:
    • scope: path; id: Revenant; index: 3
    • scope: path; id: Skeleton; index: 3

Wanderer

Wanderer. One day you walked away from your life. Road years have hardened your feet and softened your heart. Increase your endurance and aura by 1.

tags:

[trait] [path:Holy Fool] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 127
  • usage:
    • scope: path; id: Holy Fool; index: 6

Manager Path


Wardwright

Wardwright. You can hear wards the way others hear music: crackle, drift, harmonic clash, the tiny scream right after a glyph tastes a lie. Gain +1 Ward. Expert: With a little kit (jade dust, wire, incense, doppler charm, etc.) and one watch of downtime, you may install, remove, or swap a single Ward Feature on a ward you possess, or re-mount a ward to a different body-part/anchor to avoid bad stacking. When you trigger Ward Compatibility Error, roll d20 + Aura twice and take the better result. Master: You may keep one ward you carry in Autonomous Mode under your supervision. It follows one standing Directive (watch, alarm, harry, fetch, carry a whisper, map dream-noise, etc.) and you may update that Directive once per watch without special tools. Your companion ward may remain near you; if forced farther, it powers down until reunited.

tags:

[trait] [path:Spirit] [affects:actions] [affects:defense]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Spirit; index: 6

Weapon

Weapon. You were made. You know that. You did not awake to consciousness. You are not even sure if you are conscious. Before, there was nothing. No you. No world. Now you see the world. You respond to stimuli. You effect your will upon the cosmos. Who made you? God? Demon? Wizard? Accident? You simply feel their mark upon you. Maker.

tags:

[trait] [path:Weapon] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 152
  • usage:
    • scope: path; id: Weapon; index: 0

Werker

Werker. Your ancestors were bioengineered to maintain the builders’ machinery. You have an intuitive understanding of oldtech devices and processes. Spend 1 life to interface with a device and ascertain if it can be fixed and, at least roughly, how.

tags:

[trait] [path:Redlander] [affects:powers] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 139
  • usage:
    • scope: path; id: Redlander; index: 6

Scion Path


Wild Mage

Wild Mage. You are attuned to chaos and unstable forces. When you succeed on a Danger Roll, you may recover 1 point of ability damage or 1 Life. You may mark this trait to gain advantage on one attack or ability test (Expert: also Saves; Master: also Corruption exposure severity). You may not mark this trait if it is already marked. If you cast a spell or activate a power while this trait is marked, it automatically triggers a Danger Roll. Unmark this trait by one of the following methods: Rest for one watch (4 hours), or Rest for 10 minutes and spend 1 Life, or Rest for an action and take 1 point of ability damage. Choose a Magitech or Fantascience proficiency; when you reach Master, you are proficient in both.

tags:

[trait] [path:Wild Mage] [affects:actions] [affects:life] [affects:powers] [uses:life]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Wild Mage; index: 0

Wild Survivor

Wild Survivor. Forged in the harsh wilderness, you’re skilled at guerrilla tactics and using the environment as a weapon. Given several minutes, you can always improvise a d10 weapon from sticks and stones and robot bones. With more time, you can make traps: deadfalls, pits, snares, and more.

tags:

[trait] [path:Barbarian] [affects:attack] [affects:actions]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 117
  • usage:
    • scope: path; id: Barbarian; index: 6

Bluelander Path


Wired

Wired. Your body is modified to secrete uppers and downers on demand. As a free action, spend 1 life to get a +2 bonus on initiative rolls, 2 life to gain a bonus action, or 3 life to recover an ability point.

tags:

[trait] [path:Soldier] [affects:actions] [uses:life]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 147
  • usage:
    • scope: path; id: Soldier; index: 6

Tourist Path


Wizard

Wizard. You call yourself a magus, maker, or mechanic. You are skilled at casting spells (using oldtech powers). Perhaps you just know how to read the manuals of Long Ago and the Zero-One codes?

tags:

[trait] [path:Wizard] [affects:powers]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 16
    • book: Eternal_Return_Key; page: 12
  • usage:
    • scope: path; id: Wizard; index: 0

Wyldfire

Wyldfire. Free Action. When any power is successfully cast within 60 feet, make a Danger Roll against the power level to consume its energy. On success cancel the spell’s effect and store the power in your inventory as Mana (max Mana equals your Level). On failure, the power has with a Corruption. Expert: Spend stored mana and an action to heal yourself or a nearby ally (1 Life per 2 mana). Master: Spend stored mana and an action to unleash a 30 feet cone of void-flame; the damage equals power spent - split among the targets (Aura Save to take 1/2 damage).

tags:

[trait] [path:Wild Mage] [affects:actions] [affects:powers]

meta:

  • source:
    • book: Flying_Triremes_and_Laser_Swords_02_FTLS_Paths; page: TBD
  • usage:
    • scope: path; id: Wild Mage; index: 3

Yellowlander

Yellowlander. You are a merchant, a maintainer, a mercenary. Bargain and appraise, repair and juryrig, extort and betray. Wield bow and spear, bola, lasso and garotte. Also, spend an ability point to run away from a fight safely.

tags:

[trait] [path:Yellowlander] [affects:actions] [uses:abilityPoint]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 158
  • usage:
    • scope: path; id: Yellowlander; index: 0