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Traits & Buffs
The Parallax dice system is based on the Traits, Buffs and Health Points systems as outlined below. Please read carefully and select the traits that suit your character best.
In its trial phase, as we go on, these traits and buffs may be adjusted to balance things out better. See something that doesn’t sit right? Please let us know!
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Traits Bonus
The Parallax Dice System is a point allocation & trait based system.
Player Characters will have 10 points to allocate across the given stats.
[STRENGTH] (STR ) - Counts for your combat rolls, Attack & Defense. Also counts for lifting, pulling, pushing.
[INTELLIGENCE] ( INT ) - Counts for your analytical rolls, Healing & Hacking. Problem solving, evaluating.
[SPEED] ( SPD ) - Counts for your urgency rolls, Saving, Escaping, Evading, Stealth, & sometimes Vehicles.
[CHARISMA] ( CHR ) - Counts for Persuading, Deception, Distracting, Taunting. Resistance to the aforementioned.
[PERCEPTION] (PER ) - Counts for your spotting rolls, Finding hidden things, Cameras & Drones, Assessing Environments, Revealing Information, using firearms & projectiles.
[STATUS] Rolls that are flat 1d20s or require special circumstances to activate.
You may take a consequential -1 and -2 in selected stats that would be 0 to add an additional 2 points to chosen areas. Your maximum for a base stat is +7 without traits.
A stat array may look like this:
STR: 3
INT: 6
SPD: -1
CHR: 1
PER: -2
Each player character has a primary, as well as optionally, a secondary class traits. All player characters have a limitation of 2 traits in these combinations:
2 x Primary
2x Neutral
1 x Primary, 1 x Neutral
1 x Primary, 1 x Secondary
*You may have two neutral traits, you cannot have two secondary traits or a secondary trait without a primary.
Bonuses can stack to a total of +10, unless a trait that increases the cap bonus is used.
In event, unless specified otherwise, traits can only be used during rolling rounds.
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Bonuses can stack to a total of +10, unless a trait that increases the cap bonus is used.
In event, unless specified otherwise, traits can only be used during rolling rounds.
cLASS Bonus
CLASS BONUS
✧ Each class has a BONUS BUFFS that automatically apply to the PRIMARY CLASS of your character! Below are the listed bonuses:
✦ Medics: +1 to Intelligence rolls
✦ Mechanics: +1 to Strength rolls
✦ Scouts: +1 to Strength rolls
✦ Intelligence: +1 to Intelligence rolls
categories
Some traits may belong to more than one category, and there may be exceptions for certain uses of traits outside of these categories.
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[STRENGTH] [INTELLIGENCE] [PERCEPTION] [SPEED] [CHARISMA] [STATUS]
[STACKS] [GROUP STACK]
[GROUP STACK] This refers to traits that affect multiple players, for example Anti Virus.
[STACKS] This refers to traits that can be used more than once by a player to achieve to stack to a limit.
​[SINGLE USE] This refers to a trait that can only be used once per event/rp

Got some more trait ideas than what’s listed below? GREAT! Tell us and we might be able to add them!
Clarifications
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‘Critically Injured’ character is defined as having 10 HP or below and should have a significantly diminished ability to counter or move.
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Hitting 0 HP is considered ‘death’, however, it is the handler’s choice if they want their character to die and if they do not, the character will be rendered unconscious instead.
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CRITICAL FAILURES: A Critical Failure, or a Nat 1, will render the player susceptible to additional consequences. This may be in the form of statuses, additional damage taken or another action being required to be taken. A critical failure can apply to any roll type, though may not always be applied by the DM.A NAT 1 still applies even if buffs increase the points above 1.
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CRITICAL SUCCESS: A Nat 20 may result in additional damage points, information reveals, inflicted consequences etc.
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When a trait requires rolling a 1d2, assume 1 is YES and 2 is NO.
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VS roll: A roll against a DM or opposing player.
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Session: The IRL period of time a RP takes place before pausing to be resumed.
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CHR for combat
A CHR roll will be subject to a VS roll like other rolls in combat. The difference determines the effect of the CHR roll.
0-3 : No damage is sustained but there is no affect on the opponent.
3-10: A -2 debuff is applied to the opponents following turn.
10-19: The opponent forfeits either an attacking action or defending action in the following turn. If the distraction occurs after an ATTK has been made and your turn is after the distraction, you still roll a defending action.
Only distraction type charisma rolls can be made in active combat against Guards.
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SAVING ROLLS:
Every player may have one saving roll per event that is subject to a VS roll. This saving roll can be used on either the player or another player in the party.
Health points
All Characters start off with a base of 30 health-points (HP) which can be reduced due to injury or illness during RP. These will be particularly important during events, missions and even particularly fights.
How to determine rolls and HP during altercations:
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Both opponents must roll a 1d20 + Traits bonus (see below) to determine first which was successful.
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Calculate the difference between the two rolls to determine the total HP cost
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Remove the total HP cost from the losing current Character’s HP
Healing - Every medic or mechanic may roll 1d10+INT to determine how much HP can be restored to the target. A medic may also roll a 1d20 against a mod to remove a status effect. Only one of these actions can be taken per round.
The above also applies to mechanics in healing androids or restoring HP via repairing prosthetics.
Neutral Traits
[CHARISMA] Taunt: +1 chance of taunting an opponent. If successful, opponents' rolls will be -2 per action roll for the next 5 rounds.
If unsuccessful, the opponent will become enraged, and have +2 to rolls for 3 rounds after.
[STATUS] High constitution: Gain an additional 5HP for a base total of 35HP.
[INTELLIGENCE] First Aid: Stops progression of shock, suffocation and bleeding out to HP on one unit for the entirety of a battle. [SINGLE USE PER CHARACTER]
[CHARISMA] Silver Tongue: +1 chr to deceive or convince others.
[CHARISMA] Team Leader: +2 to all in the group except the leader with this trait. Can only be used once per event. (only one Team Leader per team)
[STATUS] Lone Wolf: +2 to rolls when alone.
[SPEED] Swift: +1 when running, chasing or evading.
[SPEED] Sneaky: +2 to rolls when attempting to go unseen.
[STRENGTH] Big Muscle: +1 to rolls when using strength.
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[INTELLIGENCE] Big Brain: +1 to all INT rolls.
[CHARISMA] Stiff Upper Lip: +2 resistant to deception
[STATUS] Lucky Clover: Roll 1d4 and add the following result to next dice roll
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1 = -3
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2 = -1
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3 = +2
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4 = +4
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NOTE: Usable only 4 times per event
[SPEED] Coward: +1 to rolls evading damage when hiding behind others. The person in front takes an additional -2 damage.
[STATUS] Ermine: +3 to rolls in the cold, ice or snow.
[STATUS] Petrichor: +3 to rolls in the rain or wet climates.
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[STATUS] Weevil: +1 to rolls underground or inside.
[STRENGTH] [PERCEPTION] Crackshot: When throwing an object, roll STR+1. When using firearms, roll PER+1.
[STATUS] Taking the Bullet: If a nearby character were to take damage, this character can take the hit instead, however, with 3 less damage than it was supposed to cause. Can be used until 10 HP reached.
[STATUS] Electrified: Roll a 1d20 to stun the target.
If a character succeeds in the attack roll, the opponent is stunned for one round.
One recovery round must be permitted between successful shocks.
[STRENGTH] [PERCEPTION] Hunting Instinct: A post round is skipped to focus on an opponent, as a result a +3 bonus can be added in the next post round. It must always skip a round between attempts.
[PERCEPTION] [STATUS] Bloodhound: Upon a teammate dropping below 10 HP, the user gains a +2 to all following perception rolls.
[STRENGTH] Mirror Effect: When defending, all damage received is reflected back onto the attacker for 1 round. [SINGLE USE]
[STATUS] Made with Love: A user can take a roll round to give +1 to all rolls of themselves or a chosen target by providing them with food. Applies to one person only, target can be changed between rounds.
[STACKS +3]
[STRENGTH] Food Fight: Gain a +2 to rolls when using a food item to fight. Food items include food or related equipment (i.e. utensils).
STATUS] No Pressure: Characters threatened by this player with words or a look of judgement are granted +1 to all rolls. [STACKS +3]
[STRENGTH] [INTELLIGENCE] Datamine: An android will gain a +2 when interacting with enemy systems, physically (STR+2) or digitally (INT+2). If a critical failure occurs, this will result in the CORRUPTED status.
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[STATUS] Dice Flipper: For the next three turns, whenever you roll, take the opposite number according to a scale of 20. i.e. if you roll a 3, treat it as a 17. If you roll a 15, take it as a 5. a 10 remains a 10. A 20 turns into a 0.
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[STATUS] Roll For Taste: Once per event you can roll 1d100 to eat, lick, or bite something. 100-90 = +5, 89-61 = +3, 60-41 = nothing, 40-11 = -3, 10-1 = -5. The effect lasts for 3 turns.
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[STRENGTH] Berserker: Adds a +3 to STR for the next 3 rounds if you've rolled a Nat 1 in battle. Results in RAGE.
[STRENGTH] Beast Mode: A +3 to ATK when Biting or Scratching in battle. May result in RAGE if used more than twice. Roll a 1d2, 1 results in RAGE.
[STATUS] Red Hot: Roll 1d20 to burn/melt a target. If successful, the target will be afflicted with the burn status. Limited to 3 uses per event.
[PERCEPTION] Four Eyes: Gain a +1 to all perception rolls.
[STATUS] Stockpile: The user has the ability to use a max +15 bonus rather than the limit of +10. Once they have hit half their HP, this is reduced to a +5 limit.
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[STATUS] Investor: The user is able to store points from previous successful rolls and set them aside. A total of 10 bonus points can be kept in the reserve. Medics instead will be able to bank up to 10HP from their rolls to use as an additional bonus to alternative healing rolls.
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[STATUS] Nick of Time: If this character uses their saving roll for another player, they gain a +2 to SPD OR STR for the remainder of the session.
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[STATUS] Quick Draw: This character can always attack first. If attacked by an enemy first, they are immune to the attack for that turn.
Medic Traits
[STATUS] Saving Grace: +3 when aiding a critically injured teammate (10 HP or under). Results in fatigue and -3 in the next roll.
[STATUS] Pharmacist: Medications issued by this medic automatically remove status effects. Limited to three uses per event.
[STATUS] Rub dirt in it: Medics with this trait are immune to status effects for 3 rounds.
[STRENGTH] Know where it hurts: Reduce HP losses by 3 to the user when taking physical injuries.
[STATUS] Surgeon: When treating a patient a medic may roll the 1d10 with advantage.
[STATUS] Placebo effect: When this medic is on a mission team, HP losses are reduced to everyone but the user by 3 for 5 rounds. Does not stack.
[STATUS] Team Med: +2 to all medical actions when with another medic with this trait, this also applies to the other medic. Cannot chain.
[STATUS] Field Medic: +1 to rolls when outside Salus
[STATUS] ER Doc: +1 to rolls when inside Salus
[STATUS] Red Cross: When activated this medic is immune to damage for two consecutive rounds. [SINGLE USE]
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[STATUS] Clear Your Mind: When this individual is on a team they have the ability to encourage their teammates. Give a +2 to all rolls for each teammate for ONLY ONE round. [SINGLE USE]
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[STRENGTH] [INTELLIGENCE] HARMacist: This medic can carry out an attack roll and a healing role at the same time. +1 to attack roll AND +1 to healing roll. This trait is usable three times.
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[PERCEPTION] Tranq-uility: This trait allows this medic’s weapon of choice to now be used as a sedative. This trait can only be used three times in an event.
Roll a 1d20 in order to see how severe the effects from the sedatives are. The success rate of the sedative is listed as below
Nat 1: The medic has shot themselves with the dart, causing a -2 on all rolls due to sedative.
2 - 10: The medic has missed. No debuffs are delivered to the target.
11-15: The enemy receives a -2 debuff due to sedatives.
16-19: The enemy has received a -4 debuff due to sedatives.
Nat 20- The enemy is instantly K.O’d from the shot for 2 rounds.
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[INTELLIGENCE] Miracle Worker: This trait allows for a medic to make an additional saving roll for a character who is unconscious or below 10 HP during combat. If you roll above a 10, you will be able to resuscitate the fallen individual to half of their HP; if you roll below a 10, you will give them +3 HP. Can only be applied to an individual once.
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[STATUS] ID: This medic can use a turn round to identify a vital area of weakness in a target who is attacking them. The medic gets a +2 to attack or defend against the opponent. Lasts three rounds. [SINGLE USE]
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[PERCEPTION] OPHIVICIOUS [ I ]: This medic can use a deadly medicinal projectile to inflict POISON status on a successful attack roll. Lasts until treated.
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[STATUS] Acupuncture: Negate the effects of Fatigue, Fear, Poison, OR Shocked for 1d3 turns. (3 uses).
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[STATUS] Breath of Life: This medic may remove the suffocation or low oxygen status or revive a knocked out (0 HP) teammate, restoring them to 5HP. 3 uses.
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[STATUS] PAINKILLER: If this medic gains any status, they will be immune to any HP damage for two consecutive rounds.
[STATUS] Revitalised: When a Medic with this trait successfully hits a target afflicted with Bleed, they restore lost HP equal to half of the damage, rounded down. [SINGLE USE]
[STATUS] PHOTOSYNTHESIS: Once activated, this Medic can gradually regain +2 hp, for 5 rounds thereafter. Can only be used once per event. If medic is under the sun, add +3 instead of +2 for 5 rounds.
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[STATUS] Crisis Averted: Medics with this trait are able to carry out a healing roll, as well as an additional roll to remove a status effect.
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[STATUS] Get a grip: This medic may remove two status effects in one go. However, a patient will be inflicted with stunned for one post round after use.
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[STRENGTH] Death Knell: When the enemy is at or below 15 HP, this medic gets a +2 to attack it for 1 round, on a success the medic does an additional 2 damage to the enemy. On a failure the medic takes -2 to their HP.
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[STRENGTH] [STATUS] Death's Doorstep: If this medic reaches 0 hp, they can induce RAGE and gain back +2 HP and take an action to inflict damage by +1 to an enemy with an attack. This is temporary and only for one round before they go back to 0 and are unconscious. [ SINGLE USE ]
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[CHARISMA] Rule 25: Gain a +1 to CHR rolls against opposition.
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[STRENGTH] Vital Point: +1 to any attacks made by this medic.
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[INTELLIGENCE] Dad's Toolshed: This Medic may perform a healing roll -2 on androids.
Mechanic Traits
[STRENGTH] Pumping Iron: +2 to all strength rolls. Having this trait applies -1 to all following speed rolls.
[STATUS] Calm under Pressure: +3 to rolls during life threatening emergency repairs for three rounds. Results in fatigue. [SINGLE USE]
[STRENGTH] [INTELLIGENCE] Weapons specialist: +1 to rolls for disarming or fixing weapons. This can be either disarming a weapon itself manually or disarming a person of a weapon.
[SPEED] Hot Wheels: Any vehicle with this mechanic on board has +2 to speed rolls.
[STATUS] Metal Bender: +1 to rolls against metal based objects.
[STATUS] Mason: +1 to interactions with hard surfaces (excluding metals) i.e. rock, concrete, asphalt, plastics.
[STATUS] Sparky: +1 to rolls against electronics and electricals.
[STRENGTH] Kick Start: +2 to success of getting a machine working in the mechanic’s favour when giving the thing a good whack. Apply once per object.
[STATUS] Boom Boom Baby: +3 to successfully hitting a target when a Mechanic deliberately sabotages or explodes a device (guards not included). The machine is permanently unusable thereafter. [SINGLE USE]
[STATUS] Shock Absorbent: When critically injured (under 10 HP) this Mechanic earns +3 to all STR and SPD rolls. Roll 1d2 each round trait is active to determine if Fatigue endured.
[STATUS] Insulated: This mechanic is resistant to shock, stunning or suffocation for three rounds once activated.
[STATUS] Heavy Metal: This mechanic cannot be damaged for 2 rounds. [SINGLE USE]
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[STATUS] Hardened: Takes 2 less HP damage due to blunt or melee damage.
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[STRENGTH] Heavy Handed: +1 to attack if using a tool or melee weapon when fighting.
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[INTELLIGENCE] Hotwire: +3 to successfully break in and hotwire a vehicle. Can only be attempted twice per vehicle.
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[INTELLIGENCE] Lock smith: +2 to unlocking manual locks.
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[INTELLIGENCE] PITSTOP: When repairing an android or prosthetic a mechanic may roll 1d10 with advantage.
[STRENGTH] [INTELLIGENCE] HYPOID SAVANT: A bonus of +2 to mechanics when operating or fixing machinery.
[INTELLIGENCE] Multi-tool: Mechanics with this trait are able to carry out a healing roll, as well as an additional roll to remove a status effect from an android or character with prosthetics.
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[STATUS] RALLY AND RIOT: This mechanic may give +2 bonus to a teammate when the teammate is handling machinery
[STRENGTH] SORE SPOT: This mechanic gains a +1 to attacks on guards.
Intelligence Traits
[INTELLIGENCE] Hijacked: This intel officer can hijack technology for two post rounds before Mars software overrides. Once Mars has retrieved their technology, this Intel Officer will have -2 to all rolls against ALL Mars tech for the rest of the event/battle. [SINGLE USE]
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Only two Mars tech may be hijacked at the same time
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If your roll fails you cannot re-attempt hijack.
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This trait may only be used on one piece of technology at a time.
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This trait does not stack across multiple officers.
[STATUS] Copyright: This Intel Officer can copy one Trait from an opponent or ally ignoring class limitations and use until the end of the session. Will receive any negatives the trait also has.
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[STATUS] Strategist: +1 to all party members except the user against technology when this Intel officer is present on mission.
[INTELLIGENCE] White Hacker: +1 to hack rolls
[PERCEPTION]Eagle Eye: +1 to detect, spot or track.
[SPEED] Sleight of Hands: +3 to going unnoticed for trickery involving sleight of hands.
[STRENGTH] [INTELLIGENCE] [PERCEPTION] [SPEED] Multitasker: +1 to physical action roll AND +1 to digital action roll. This intelligence officer can do one action roll AND an additional digital action roll in the one post. I.e. shoot a gun and enter the door code/ run while hacking with a hand held device/ dodge and disarm a door’s bioscanner.
[INTELLIGENCE] Lock picker: +2 to unlocking digital locks.
[INTELLIGENCE] Digital Blindness: Once successfully rolling a cloaking action, this Intel officer and anyone in their party can remain unnoticed by robotics and camera footage for 2 post rounds. Cannot be used if already noticed by robotics/cameras. [SINGLE USE]
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[CHARISMA] Intelligent Life: +2 to any CHR rolls against Mars Human or Android Personnel.
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[STATUS] Anti-virus: Guards of Phanes naturally have -2 rolls in the presence of this Intelligence officer.
[GROUP STACK - 4]
[PERCEPTION] Navigator: +1 when rolling to navigate through dangerous areas or identifying hidden dangers
[STATUS] Caffeinated: +1 to all rolls if the user drinks coffee or a caffeinated beverage. Takes up to 1 round each drink.
[STACKS +3]
[INTELLIGENCE] Electromagnetic Pulse (EMP): If successful, all electronics other than those managed by this Intel Officer, will blackout/freeze/malfunction, for each round of rolling this will need to be rechecked by VS. If at any time this fails, the opponent may immediately roll to resume attacking without waiting. [SINGLE USE]
The equipment that initiates the EMP cannot be moved.
This will also affect ally equipment.
[STATUS] Locked on: Enemies cannot evade close or long range attacks for two turns, can only be used once per event. Only applies to user. [SINGLE USE]
[STATUS] Means to an End: Allows a fail roll to be counted as a minimum success. Usable up to three times per event.
[INTELLIGENCE] Baby Hotline!: +2 establishing communication lines. If successful, all members will have comms access for two rounds.
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[INTELLIGENCE] META-DATA: Using guidance from a medic over communications, this intel officer gains a +2 bonus to 1d10 healing roll to an injured teammate.
[STATUS] Informed Action: Other team members get +2 to a roll when acting on intel given by this character.
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[STATUS] NULL: When activated, this trait nullifies any other active traits/buffs for one round, meaning all players and enemies roll a flat D20. One time use. Bonuses are restored the following round.
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[STATUS] FIREWALL: Creates a digital blockade with 20 HP that the opponent has to roll to chip through. HP is stackable by +5HP if more Intel jump in to help maintain the firewall. You cannot take any other actions while it's active. Can only be used once per event.
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[STRENGTH] Server Disconnect: When in combat this Intel officer gets a +2 to offensive rolls resulting in -1HP for every turn this trait is used.
Scout Traits
[STRENGTH] Last Stand: +2 when in critical health (below 10HP). [SINGLE USE]
[STRENGTH] Thick Skinned: +2 on strength rolls against attacks; consequence if hit, an additional -2 HP to injury
[PERCEPTION] Sniper: +1 to all attacks using guns; If successful, roll a 1d2 to inflict bleed.
[STRENGTH] Smasher: +1 to all attacks using blunt weapons; If successful, roll a 1d2 to inflict stun.
[STRENGTH] Slasher: +1 to all attacks using blades; Roll a 1d2 to inflict bleed.
[SPEED] Speeder: +1 to all speed rolls
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[STATUS] Zoom Zoom: +1 to all rolls when using a vehicle as a action
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[STRENGTH] Tank: +1 to all defensive rolls
[STATUS] Rolls with the punches: Once down to half HP, user negates 2 HP for every consequent injury
[STATUS] No Pain, No Gain: Scouts are able to reduce their own HP points to boost an action roll up to a total of 5 HP (regardless of other trait negators) per use. Can be used until ‘Critical Health’ status is reached (i.e. 10 HP or under).
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[STRENGTH] Tooth and Claw: +1 when fighting without a melee or short range weapon.
[STATUS] High morale: +1 to combat based rolls until HP falls to 20 or below. This trait becomes unusable for the remainder of the event.
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[CHARISMA] The Dazzling Distraction!: roll 1d20 to distract one or more opponents to follow or chase the distractor, the success rate of the distraction is determined below...
1 - 2: Opponent is enraged, has +2 to all rolls
3- 10: No Distraction
11 - 15: One Round
16 - 19: Two Rounds
20: All enemies distracted for One Round
[STATUS] Uno reverse: Instead of the opponent getting to attack first, this Scout can roll to attack first. If their initial attack hits, they get a +1 to all rolls against this opponent. If they fail the opponents can attack as per normal. [ Single Use ]
[STRENGTH] [PERCEPTION] Double Whammy: This scout can roll to attack (and only attack) twice rather than just once. The opponent may use the one defence roll against both attacks. However, once used, the next opponent's attack action cannot be defended against.
[SPEED] INFILTRATOR: +1 to spd rolls while being in enemy territory.
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[STATUS] MEERKAT: This scout can put out a verbal signal alerting other scouts to danger without revealing the group to the enemy. Limit 3 per event. Other classes cannot detect the signal.
[INTELLIGENCE] Static-Shock: When rolling to access or interfere with technology, this scout gains a +2 bonus. roll a 1d2 to see if BURN inflicted.
Consequences
Consequences are ongoing debuffs that remain on a player until treated by a medic/mechanic. Androids are affected by all the below, different flavouring will be accepted.
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Injured: Immediately remove HP points from the difference between attack and defence
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Fatigue: -2 to every action roll until rested. To rest, miss one action turn.
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Fear: -3 to action rolls for three rounds
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Poison: -2 to HP to every post until treated
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Shock: -1 to both action rolls and HP until treated
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Suffocation: Three posts till immediate KO unless treated.
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Bleed: Remove -2 HP and -1 to action rolls every post until treated.
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Stunned: Character cannot return an attack or action for one round
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Burn: -2 HP and -1 to action rolls every post
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RAGE: -2 to Perception for the remainder of the battle.
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FREEZE: -2 to speed rolls, increasing by -1 each roll round up to -5. Will stay in effect at -5 until treated. The next roll round after reaching -5 you will be afflicted with FROSTBITE and you will be unable to dodge until FREEZE is treated.
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FROSTBITE: Upon affliction, you will continue to lose hp by -2 every 2 post rounds.
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Low Oxygen: Roll 1d2. If 2, lose -2 HP.
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Delirium: A player will deal DMG to either themselves or another player until treated.