Exiles
Reasons for exile
Why each Messalith recruit stepped through the Rift, and the trait it left them with: grief, disgrace, the fugitive's watchfulness and more, good and bad.
Every recruit had a reason for leaving the Concord. The reason becomes a trait with an upside and a downside. Attribute changes are part of the recruit from the start. The rest apply in a fight when their moment comes.
| Reason for exile | Trait | Upside | Downside |
|---|---|---|---|
| Grief | Nothing left to lose | +10 Will | -5 Aim for the rest of a mission once an ally dies |
| Disgrace | Something to prove | +10 Aim when flanking | -10 Will |
| Fugitive | Watches the exits | +1 Sight | Overwatch penalty halved |
| Misfit | Never fit the utopia | +1 to a random skill | -5 Will |
| Romantic | Came for the old world | +5 Aim with primitive weapons | -5 with salvage |
| Thrill-seeker | Needs the edge | +10 Crit | -10 Will |
| Idealist | Building something better | Adjacent allies +10 Will | -5 Aim |
| Curious | Came to see it for themselves | +1 to a science skill | -1 HP |
Notes on a few of them:
- Grief costs Aim only once an ally has died in the mission, not when they go down.
- Disgrace adds Aim to any attack on a flanked target.
- Fugitive halves the overwatch penalty.
- Idealist steadies every mate standing beside them, as Command does.
- Curious and Misfit raise a skill: a science for the Curious (Medicine, Life Sciences or Earth Sciences), any skill for the Misfit.
