SDM Links
Traits
Paths
Backgrounds
UVG Backgrounds
Barbarian.
Heed the restless call from beyond civilization’s wall. Unlock your primal heroic essence, vanquish evil, conquer more and more.
1
Paths of Destiny
Roll or choose how you most want to define yourself.
/Synthetic Dream Machine/Traits
Traits
Traits are the innate, acquired and inherited, qualities and characteristics that make a character unique. This includes characteristics such as backgrounds, professions, mutations, downloaded skill packages, implanted prosthetics, corruptions, and memorized powers.
Individual traits may provide various benefits, including community membership, skill modifiers to actions, social standing, specific mechanical benefits, and new game options.
You have 7 + thought inventory slots for traits.
Each trait occupies a trait inventory slots. Other traits, items, and events can increase the number of trait slots.
At level 1 you start with three traits. A level 0 character has two traits, one of which is usually a background. Characters can choose to gain a new trait every time they level up.
Ultraviolet Grasslands Backgrounds
Roll d40 or choose your background.
Note it in a trait inventory slot along with its modifier (+3).
Background traits represent the profession or occupation of a character, giving context to their skills and abilities. These traits provide a foundation for the character’s story and can offer various benefits or skill modifiers based on their experiences.
Mule Whisperer
Designate a special pack animal as your friend, and it will carry an extra sack of goods for you. An expert mule whisperer can designate two such animals, and a master mule whisperer can designate four. Mark such animals with a smiley face and a name.
As with other traits, mule whisperer may also grant a skill modifier, such as when rolling to soothe startled pack animals or guide them across a narrow bridge.
Other Trait Benefits
If traits provide other benefits, note them down.
Applying Trait Skill Modifiers
Trait descriptions list some situations where skill modifiers apply. Players and the referee can use dialogue and common sense to figure out if a trait could apply in a new or unexpected situation.
Inventing New Traits
Players and referees can make up new traits together. Any profession, quality, background, mutation, or space oddity that sounds fun to the players is fair game. Example:
Trait Modifiers - Paths and Skills
If you select the same path or skill trait multiple times, its skill modifier increases.
Skilled +3 bonus to rolls - good enough to make a living
Expert +6 bonus to rolls - good enough to teach
Master +9 bonus to rolls - a rare master of this art
A trait selected multiple times does not take up additional trait slots. Note a trait’s bonus to record how many times you have selected it (+3 / +6 / +9).
Path Spaces
Paths Spaces are compilations of traits that create archetypal characters. Unique gear (equipment), and named characters from the Vastlands are also included. Each Path has a /SMD/System/Path/
space.
No Prerequisites Some traits complement one another, but they can be selected in any order as a character levels up. A character can even skip the basic path trait.
Not Classes Paths are not classes. A character is not bound to one path. They can choose traits from any path, in any order, mixing-and-matching as they level up.