Pilot Scars & Traits

Permanent Character Development Through Brutal Experiences

"Your scars tell your story. Wear them with pride, or hide them in shame...either way, they define you."

Design Philosophy

Inspired by brutal tabletop RPGs's Fighting Arts and Disorders, this system creates permanent, mechanical character development through brutal experiences. Scars are:

How Scars Work

Acquiring Scars

Standard Acquisition

Maximum Scars: 5 per pilot (after that, you're too broken to continue)

Choosing Scars

Scar Triggers (Immediate Acquisition)

These events grant immediate Scars, bypassing the "every 3 missions" rule:

Trigger Scar Category
Survive at 1-2 HP for 3+ rounds Roll on Physical Scars
Reach 8+ Taint and survive the mission Roll on Corruption Scars
Witness an ally's death Roll on Trauma Scars
Kill 5+ enemies in a single mission Roll on Combat Scars
Destroy a settlement building (even accidentally) Roll on Trauma Scars
Fail to save a civilian during escort mission Roll on Trauma Scars
Make a bargain with a Fae (Mockingbird) GM assigns appropriate Scar
Reach The Engine's Core Roll on Corruption Scars

Scar Categories

Physical Scars (1d20)

Your body is broken, but you endure.

Roll Scar Name Effect
1 Shattered Leg Permanent -1 Movement. You limp, even in your Casket.
2 Blinded Eye -1 to all ranged attacks beyond Range 2. Depth perception is ruined.
3 Crushed Hand Cannot equip weapons in Left Arm slot. Your hand is mangled.
4 Punctured Lung At the start of each mission, start with 1 Heat (labored breathing).
5 Nerve Damage Whenever you draw a Damage card, take 1 additional Heat. Pain flares constantly.
6 Skull Fracture -1 Hand Size (draw 1 fewer card). Migraines cloud your judgment.
7 Broken Ribs Whenever you take 4+ damage in one attack, gain +1 Heat. Every breath hurts.
8 Severed Fingers -1 Initiative. Your reflexes are shot.
9 Scarred Throat Cannot speak. Communication during missions is nonverbal only (roleplay penalty).
10 Iron Jaw Positive: +1 Defense, but -1 Movement. You're tougher but slower.
11 Reinforced Bones Positive: When you would take 1-2 damage, reduce it to 1. Your bones mended stronger.
12 Adaptive Reflexes Positive: +1 Initiative, but start each mission with 1 Heat. Your body is always on edge.
13 Endurance Conditioning Positive: +1 SP per turn, but all Strain rolls are at +1 penalty. You push harder, pay later.
14 Prosthetic Limb (Dwarven-made) Mixed: Left Arm slot permanently replaced with Dwarven prosthetic. Cannot change equipment in that slot, but attacks from it deal +1 damage.
15 Old Wound Once per mission, reroll any 1 die roll. "I've felt worse."
16 Battle Scars Positive: +1 to intimidation checks. Enemies prioritize you (double-edged).
17 Survivor's Grit Positive: When reduced to 5 HP or less, gain +2 to all attack rolls. Desperation fuels you.
18 Dead Nerves Mixed: Immune to pain-based effects, but cannot sense when you're critically injured (GM doesn't tell you HP total).
19 Unbreakable Positive: Once per campaign, survive a killing blow at 1 HP instead. "Not yet."
20 Reroll or Choose You got lucky. Pick any Physical Scar (except Unbreakable).

Corruption Scars (1d20)

The Void has touched you. You are changed.

Roll Scar Name Effect
1 Crystalline Growth Soulstone crystals grow from your skin. Start each mission at +1 Taint, but gain +1 SP.
2 Void Whispers You hear voices from the Void. -1 to all saving throws vs Taint effects, but gain insight (ask GM 1 yes/no question per mission).
3 Flickering Existence Once per mission, you phase out of reality for 1 round (cannot act, cannot be targeted). Uncontrollable.
4 Tainted Blood Your blood is black. Healing effects on you are reduced by 50%. Apothecary treatments cost double.
5 Reality Rejection Normal terrain counts as Difficult Terrain for you. Reality doesn't "fit" right anymore.
6 Unnatural Hunger You crave Soulstone energy. Must consume 1 Soulstone Fragment per settlement phase or gain +1 Taint.
7 Warped Reflection Mirrors and water show something else instead of you. -1 Morale to settlement when you're present.
8 Temporal Echo Once per mission, after failing a roll, you may "undo" it and reroll...but your past self suffers 2 damage.
9 Marked by the Void Abominations are drawn to you. On monster AI turns, you're prioritized 50% more often.
10 Soulbound Positive: +1 SP permanently, but if your Casket is destroyed, you die instantly (merged with the machine).
11 Void-Touched Vision Positive: You can see Void rifts and corruption invisible to others. Gain advantage on detecting ambushes.
12 Dimensional Slip Positive: Once per mission, teleport 3 hexes (Mockingbird-style), but take 1 Taint afterward.
13 Taint Resistance Positive: -1 Taint gained from all sources, but your max Taint before corruption is reduced by 1 (max 9 instead of 10).
14 Eldritch Insight Positive: Once per mission, force an enemy to reroll their AI card draw. You predict their moves.
15 Living Soulstone Mixed: Your heart is partially crystallized. You no longer need a Soulstone to pilot (saves credits), but you gain +1 Taint per settlement phase automatically.
16 Aberrant Physiology Mixed: Gain 1 Aberrant-class ability (choose from Aberrant racial traits), but NPCs react with fear/hostility.
17 Voidwalker Positive: Ignore all Void exposure penalties in Sibarian Wastes. You've adapted.
18 Uncorrupted Soul Positive: Max Taint +2 (can go to 12 before transforming). Your will is iron.
19 Beyond the Veil Positive: When you die, you may return as an Undead NPC under GM control (one-time resurrection).
20 Reroll or Choose The Void is fickle. Pick any Corruption Scar (except Beyond the Veil).

Trauma Scars (1d20)

War breaks the mind as surely as the body.

Roll Scar Name Effect
1 Survivor's Guilt -1 Morale to settlement permanently. You can't forgive yourself.
2 Cowardice When an ally is reduced below 5 HP, you must pass a willpower check or spend your next turn moving away.
3 Berserk Rage When you take damage, roll 1d6. On 1-2, you must attack the nearest target (even allies) next turn.
4 Paranoia Cannot accept buffs or healing from allies (you don't trust them).
5 Death Wish You seek glorious death. -2 Defense, but +2 to all attacks.
6 Frozen in Fear First round of every mission, you cannot act (PTSD flashback).
7 Hallucinations Once per mission, GM may tell you false information (you see things that aren't there).
8 Trembling Hands All attacks have 10% chance to miss (roll 1d10, on 1 = automatic miss, even melee).
9 Sleepless Cannot recover from injuries during settlement phase (nightmares prevent healing).
10 Emotionally Numb Mixed: Immune to fear and morale penalties, but cannot form bonds with allies (no cooperative abilities).
11 Hardened Veteran Positive: +1 to all saving throws vs fear/morale effects. "I've seen worse."
12 Protector Instinct Positive: +1 Defense when adjacent to an ally. You won't lose another one.
13 Cold Calculation Positive: Can reroll any 1 attack per mission, but must justify it logically (no emotional decisions).
14 Unshakeable Positive: Immune to Trauma effects from AI cards (e.g., "Piercing Shriek" discard effects).
15 Martyr Complex Mixed: When an ally would die, you may take the killing blow instead. Once per mission. You want to save them.
16 Vengeful Positive: +2 damage against enemies who have killed your allies. Hatred fuels you.
17 Inspiring Presence Positive: Allies within Range 2 gain +1 Morale. Your courage is contagious.
18 Tactical Genius Positive: Once per mission, grant an ally an extra action (1 SP). You see the battlefield clearly.
19 Indomitable Will Positive: Immune to all Trauma Scars gained in the future. You've hit rock bottom and clawed your way up.
20 Reroll or Choose You process trauma differently. Pick any Trauma Scar (except Indomitable Will).

Combat Scars (1d20)

War has honed you into a weapon.

Roll Scar Name Effect
1 Bloodlust After killing an enemy, gain 1 Heat. The thrill of combat intoxicates you.
2 Reckless Abandon +1 to attacks from the rear, but -1 Defense. You take risks.
3 Overcommitted Whenever you attack, you must move at least 1 hex forward first (charging mentality).
4 Predictable Enemies gain +1 to attack you (your fighting style is recognizable).
5 Overkill When you deal killing blow damage, excess damage carries over as Heat to your Casket (you hit too hard).
6 Glory Hound Must always target the strongest visible enemy. Cannot attack minions if elites/bosses present.
7 Defensive Fighter -1 to attacks, +1 Defense. You've learned caution.
8 One-Track Mind Choose 1 weapon type (melee, ranged, magic). +1 to attacks with that type, -1 with all others.
9 Brutal Efficiency When you kill an enemy, next attack this turn costs -1 SP.
10 Combat Savant Positive: +1 to hit with all attacks. You've mastered violence.
11 Quick Draw Positive: +1 Initiative. Your reflexes are honed to a razor edge.
12 Relentless Positive: After killing an enemy, immediately move 1 hex in any direction (free).
13 Weak Point Hunter Positive: Critical hits deal +2 damage (instead of +1). You know where to strike.
14 Duelist Positive: +2 to attacks when fighting a single enemy (no allies or enemies within Range 2 of either combatant).
15 Shield Breaker Positive: Your attacks ignore +1 Defense from shields.
16 Executioner Positive: +2 damage to enemies below 50% HP. You finish what you start.
17 Zone Control Positive: Enemies adjacent to you cannot disengage without taking 1 damage (you punish retreats).
18 Perfect Form Positive: Once per mission, declare "Perfect Strike" before attacking. That attack automatically hits and cannot be defended against.
19 Living Legend Positive: All allies within Range 2 gain +1 to attacks. Your reputation precedes you.
20 Reroll or Choose You are a prodigy. Pick any Combat Scar (except Living Legend).

Special: Faction Scars

If aligned strongly with a faction (+2 or +3 relationship), you may roll on their unique Scar table instead of standard tables:

Church of Absolution Scars (1d6)

Roll Scar Effect
1 Fanatic's Zeal +1 to attacks vs Undead, Fae, and high-Taint targets.
2 Penitent's Burden Start each mission with 1 damage (self-flagellation), but gain +1 Morale.
3 Holy Martyr When you would die, roll 1d6. On 6, survive at 1 HP ("divine intervention"). Once per campaign.
4 Inquisitor's Eye Automatically detect Taint levels in all visible enemies.
5 Vow of Silence Cannot speak, but gain +1 SP. Your faith needs no words.
6 Absolution Granted Remove 1 existing Scar permanently (Church ritual).

Verdant Covenant Scars (1d6)

Roll Scar Effect
1 Root-Bound -1 Movement, but +1 Defense. You're grounded like a tree.
2 Nature's Wrath +1 damage in Forest/Natural terrain, -1 damage in Urban/Industrial terrain.
3 Photosynthetic While in sunlight hexes, remove 1 Heat per turn (passive).
4 Beast Speaker Can communicate with animals. Gain 1 minor beast ally (cosmetic/minor utility).
5 Living Armor Your Casket grows bark-like plating. +1 Defense, but requires sunlight exposure once per settlement phase.
6 Worldheart's Blessing Reduce Taint by 2 permanently (one-time).

Forge-Guilds Scars (1d6)

Roll Scar Effect
1 Prosthetic Integration Gain 1 free equipment slot (cybernetic augmentation).
2 Runecraft Inscription One weapon gains +1 damage permanently (Dwarven runes etched).
3 Overclock Protocol Gain +2 SP, but all Strain rolls are at +2 penalty.
4 Gyroscopic Stabilizer Immune to "knocked prone" effects (Dwarven tech).
5 Emergency Vent System Once per mission, remove all Heat instantly (but take 2 damage).
6 Runesmith's Gift One piece of equipment becomes indestructible (cannot be destroyed in combat).

Using Scars in Play

Roleplay Opportunities

Mechanical Integration

Retirement

When a pilot reaches 5 Scars, they may choose to retire rather than risk death:

Design Notes

Balance Philosophy

Design Principles

Using brutal campaign mechanics's Disorders and Fighting Arts, Scars:

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