Traits (9e)

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Once a player has chosen attributes for their character, traits come next. Traits are the inherent abilities of a character, such as good night vision, sharp claws, shapeshifting, or immortality.

The budget for traits can change depending on the scope of the game, but the default is 4. While players are encouraged to consider the value of their traits on their own, the DM has final say, including whether traits are permissible or not.

Value Potency: How much does this affect the game's storyline?
1 Rarely; this trait will not have much of an effect on the course of events.
2 Infrequently; this trait will sometimes allow for swings in the plot, under certain circumstances.
3 Frequently; this trait will provide a constant or extremely helpful bonus in many situations.

Example Traits

  • Goblin stomach (1): Due to his goblin nature, this character can consume and digest anything vaguely organic in origin, include leather, paper, bones, feathers, and dirt.
  • Pint-sized (1): This character is smaller than most, able to squeeze through small gaps and escape notice.
  • Retractable claws (2): Because of her retractable claws, this character cannot be disarmed in combat, and can escape from rope bonds with ease.
  • Elfin eyes (2): Due to his elven heritage, this character can see clearly through darkness and fog.
  • Living construct (3): As a living construct, this character is immune to poison, disease, suffocation, starvation, dehydration, and the ageing process.
  • Levitation (3): This character can fly and hover without requiring anything else but her own conscious effort to do so, and can carry one other person while doing so.