Pilot Scars & Traits
Permanent Character Development Through Brutal Experiences
Design Philosophy
Inspired by brutal tabletop RPGs's Fighting Arts and Disorders, this system creates permanent, mechanical character development through brutal experiences. Scars are:
- Earned through suffering - trauma, injury, corruption, or triumph
- Permanently character-defining - once gained, never lost
- Mechanically impactful - alter how you play
- Narratively rich - each scar tells a story
How Scars Work
Acquiring Scars
Standard Acquisition
- Gain 1 Scar after every 3 completed missions (success or failure)
- OR gain 1 Scar immediately when suffering a traumatic event (see Triggers below)
Maximum Scars: 5 per pilot (after that, you're too broken to continue)
Choosing Scars
- When you earn a Scar, roll 1d20 on the appropriate table
- OR if caused by a specific event, GM assigns a thematically appropriate Scar
- OR (optional house rule) player chooses from 3 random options
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
- Physical Scars: Describe how your character moves differently, favors one side, or struggles with tasks
- Corruption Scars: Roleplay the psychological weight of Void exposure, strange behaviors, or inhuman mannerisms
- Trauma Scars: Play out PTSD, survivor's guilt, or reckless bravery
Mechanical Integration
- Track Scars on your pilot sheet (list all 5 Scars with effects)
- When a Scar triggers, announce it: "My Shattered Leg kicks in...I can only move 2 hexes this turn."
- GMs should remind players of negative Scars when relevant ("Your Paranoia prevents you from accepting that healing.")
Retirement
When a pilot reaches 5 Scars, they may choose to retire rather than risk death:
- Retired pilots become settlement NPCs (provide passive bonuses)
- Example: Retired "Living Legend" pilot provides +1 Morale permanently
- Frees up the pilot slot for a new character
Design Notes
Balance Philosophy
- ~40% Negative Scars (pure penalties)
- ~30% Positive Scars (pure bonuses)
- ~30% Mixed Scars (cost + benefit)
- High rolls (18-20) tend to be more positive (rewarding luck)
- Traumatic events tend toward negative Scars (reinforcing harsh world)
Design Principles
Using brutal campaign mechanics's Disorders and Fighting Arts, Scars:
- Are permanent and character-defining
- Create emergent narratives ("The Shattered Leg pilot who became a Living Legend")
- Encourage retirement/permadeath cycles
- Make every character unique