Optional House Traits
No traits for Escher for some reason. If you have some suggestions let me know.
Orlock - Slag pits yield 35 credits instead of 15.
1. May reroll a failed bottle test once per battle.
2. Everyone gets +1 Ld at start.
3. May ignore first failed ammo test per game.
4. May manufacture Mesh Armor for 40 credits per piece. (Must have slag pit or workshop.)
5. May manufacture any non-pistol hand to hand combat weapons at half price. (Must have slag pit or workshop.)
6. Choose any one and you get a slag pit!
Van Saar - +25 credits at Friendly Docs, Workshops, and Guilder Contacts.
1. Add +1 to all ammo rolls including automatic failures.
2. All your gangers start with the fixer skill.
3. May manufacture any type of bionics at half the basic cost.(Must have Workshop or Slag Pit)
4. May manufacture Carapace Armor at 80 credits a piece.(Must have Workshop or Slag Pit)
5. May manufacture any type of gun for the basic cost.(Must have Workshop or Slag Pit)
6. Choose any one, and your leader is an inventor!
Goliath - +15 credits at Settlements and Drinking Holes.
1. May reroll first failed bottle test per game.
2. Everyone gets +1 Ws at start.
3. Everyone gets +1 S at start.
4. All your models start with True Grit.
5. Everyone gets +1 T at start.
6. Choose any one and your leader gets +1 Ld!
Delaque - You may place 4 gang members in vents and
tunnels instead of three. Gambling Dens yield + 30 credits.
1. You may manufacture photo-visors, silencers, and concealed blades for 5 credits each.
2. You may manufacture flak armor for 5 credits apiece.
3. Gang members Suit are using tunnels or vents may set up in hiding. (Must have vents or tunnels.)
4. You may manufacture gas grenades for double the normal price. (Must have workshop or slag pit)
5. Your gang may manufacture needle weapons at full price per gun. (Must have slag pit or workshop.)
6. Choose any one and your leader has Dive.'
Cawdor- get juve on d6 5+ without settlement,and 5+ for every settlement you own
1. You may remit the first failed bottle test per game.
2. Your whole gang has+11.
3. Yourwhole gang has +1 Ld.
4. You may make your whole gang have hatred for everything before each game.
5. You may make your whole gang have frenzy before each game.
6. Choose any one and your leader has killer rep!
Spyres - Spyres who capture other spyres have the choice of killing or releasing their captive. Spyres may play Rescue Scenarios gainst other Spyre gangs.
1. All of your spyres are weaponsmiths.
2. All of your spyres get +1 Ld.
3. All of your spyres start with 10 exp.
4. All of your spyres may start with one power boost.
5. Your spyre suits may produce lobo-chips!
6. One spyre of your choice is a medic!
Scavvies - You may send one extra scavvy to work your territory one extra time.
1. Whenever you roll on the Outlaw TerritoryChart, you may roll twice (instead of once) and choose one of the results as your territory.
2. Your whole gang gets +1 Ld.
3. You may purchase man-stopper shells foryour scavvies.
4. Your gang may manufacture blade venom for 10credits per dose.
5. You may rob any character taken out of actionin hand to hand combat for D6+4 credits. If they cannot pay, you may take the cheapest piece of equipment, other than a knife, of your choice.
6. Choose any one and your leader may use and start with a Las-gun!
Ratskin Renegades - For each Archeotech site you control, all your Ratskin Renegades get an additional +1 Ld. Ld cannot be increased beyond 9. If an Archeotech site is lost, then they lose one Ld bonus for each one lost. Ld cannot be decreased more than the original value on the gang roster.
1. Your whole gang gets cat-fall.
2. Your whole gang gets +1 I.
3. Your gang may purchase spook at 50 credits per dose.
4. Your gang may grow stinger mold at 80 credits a piece.
5. You may rob any character taken out of actionin hand to hand combat for D6+4 credits. If they cannot pay, you may take the cheapest piece of equipment, other than a knife, of your choice.
6. Choose any one and your leader gets +1 T!
Redemptionists-flamers and hand flamers
1. Your whole gang gels +1 Ld.
2. You may remit the first failed bottle test per game.
3. You may make your whole gang have frenzy before each game.
4. Your whole gang has +1 S.
5. Your whole gang gets True Grit.
6. Choose any one and your leader has Berserk Charge!
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