Category:Trait

Traits help define the character as lucky, mutated, clumsy, etc. Attribute-modifying traits fine-tune attributes such as being quite agile, but having poor handwriting; or being able to run very fast as well as having the ability to stop on a dime. Attribute-modifying traits will have the attribute associated with it in parentheses after the name and are listed on the character sheet after the attribute that it modifies instead of below in the general traits area (where all other traits go). It keeps things neater & easier to reference this way. Traits differ from backgrounds—as traits aren't usually inherited from your parents or involve your experiences—but instead are inherent knacks that modify attributes or otherwise cannot be covered as a skill or background.

Roll 2D6+4 to determine the number of traits, and roll on the table below to determine which ones you possess. You may then choose up to 4 to remove or trade with traits of your choice from the Players' Choice List that follows the random table. Conflicting traits—such as fine motor skill with poor hand-eye coordination may cancel each other out, or you may choose one to keep and simply discard the other. Note that some traits may seem to be opposing, but are actually not. An example of this would be stuttering and nice singing voice. It is possible that your character stutters except when singing. The descriptions of all traits follow both lists.

Note that as this is an open system then there are an infinite number of untapped traits out there waiting to be discovered. If you have something in mind for your character, run it past your Game Master. You can gain traits in play; for example, spending all of your free time in a library doing nothing but reading can gain you the trait well read. Note also that many traits may be selected more than once. Toughness grants one extra level of damage reduction each time it is selected, very lucky is the same as lucky x2, and someone with heightened smell x3would receive +9 to smell something, but -9 to avoid the nausea caused from a skunk. Even if no game mechanics are listed, a trait may be selected more than once. E.g. someone with more than one level ofconscience will have a very loud and forceful inner voice.

Supernatural traits (such as those gained through the background Fae blood) are any that can logically be justified through mystical means. If what you want to choose for your bonus supernatural trait could logically be gained due to your mystical gifts or inhuman ancestry, then it is a possible supernatural trait. For example,ignored by undead, lucky, way with animals, or any psionic trait could be considered a supernatural trait. Check with the Game Master for approval. Note that possession of a supernatural trait by itself is not enough to be cause you to radiate magic (such as that sensed by the sense supernatural evil psionic trait).