Good traits come in two forms, the base form, which gives you +X [+3] to applicable test.
The second form, noted as [traitname]+ gives you +Y [+5] to the applicable test.
Note that traits can often overlap a bit in what they do. That is intentional and not a bug or oversight;
for example, both Iron Will and Courageous can apply to tests of fear resistance.
GOOD TRAITS
Iron Will
Your will is hard to break, be it by mundane means such as pain, torture or intimidation, or magical
power trying to worm its way into your mind. Those with an iron will are not easily shaken, but not
necessarily more trained than others in other feats of the mind; having an iron will is good, but it is also
something of a passive quality.
Strong Physique
Your body has a strong physique, and you have an easier time lifting, pulling, pushing, or otherwise
physically manipulating the world around you via brute force. You also deal +X damage with weapons
that benefit from great physical strength [weapons that have the HEAVY trait]. OINK.
Great Stamina
You have greater stamina than an average member of your species. When your body is pushed to the
limits and has to resist great stress, disease or other forms of physical affliction, you gain a bonus to
resist these ailments.
Courageous
You are braver than most. When engaging in tests that require a strong sense of determination or even a
bit of recklessness, you receive a bonus of +X.
Charismatic
You have an assertive personality and people tend to pay more attention to you when you
communicate. Your words seem to carry more weight than others, and your personal bearings and
mannerisms seem to have a positive influence on the disposition of others when you try to convince or
manipulate them.
Attractive
You are considered more physically attractive by the common standards for your species or society, and
you don't even have to work much for it—looking good, even when unable to groom yourself properly,
is somehow easier for you than it is for others. Even members of other cultures or species might
somehow find you more appealing or »exotic« than other members of your species. Maybe you just
smell nicer than most, who knows.
Keen Senses
Your senses are sharper. When engaging in tests that rely on your physical senses such as sight, hearing
or touch, you perform better than most. Your senses are also so attuned that sometimes, when you »get
that strange feeling that something is off«, you are also more often right than not.
Wisdom
You are wise beyond your years. Whether it is just a better than common sense or somehow being an
»old soul« that has a deep insight into life, or a richness of experience, you tend to know or understand
things that others don't.
Reliable Memory
Your ability to retain information and small details that you saw, read or heard is remarkable. When
trying to recall information or memorizing things, you gain a bonus. You may also be able to remember
things that most other people would have forgotten after a long time, or never picked up on in the first
place.
Nimble Fingers
You have higher than average dexterity and very nimble fingers, making you better than others at
manipulating fine object, delicate mechanisms, or pulling off tricks that require quick or cover motions
with your hands. When engaging in sleight of hand based skills, you gain a bonus.
Agile Limbs
You possess exemplary agility, and can move your limbs with great precision and grace, have a good
sense of balance and excel at acrobatic or gymnastic feats. When trying to duck and weave through a
flurry of arrows from a trap in an ancient temple or hopping up a try and swinging unto a vine hanging
over a pit to vaulting unto a moving horse, your agility will show.
Quick Reactions
You are quicker to react to surprising or spontaneous events around you than most. You can catch
something before others even realized it was coming, and while others may take a moment to ponder
what is happening, you have already discerned the nature of a situation and can warn others of an
impeding danger.
Fast Movements
You run faster than most, and in general your movements can be described as quicker than average.
Someone with fast movements must not be the best sprinter around, but maybe when it comes to
snatching that magic artifact from the hidden temple that your ally threw in your direction while the
enemy assassin is trying to catch it as well, you have an edge.
Calm Mind
Your mind is a sea of tranquility, and you are more patient and serene than most. You are not easily
unnerved by pressing matters when the clock is ticking, and even repeated failure cannot faze you.
When meditation or long, sustained rituals that require concentration and focus need your attention,
your calm mind is a great boon to have.
Cast-Iron Stomach
If it's (technically) edible, your stomach can likely handle it. Usually also applies to holding your
liquor. People like you with a cast-iron stomach have a slow metabolism that means they can often
endure more when it comes to ingesting questionable substances, from rotten food or spoiled water to
actual poisons.
Quick Thinker
Quick thinkers are good when it comes to making rapid decisions and trying to work under pressure,
and usually are also better than others when it comes to making things up as you go and improvising
solutions to problems. When pursuing a rather unconventional angle to solve a problem, quick thinkers
also tend to be at an advantage.
BAD TRAITS
Weak Muscles
For some reason, purposefully applied force via muscle power and you don't get along. Whether you
lack the mental focus and discipline to do so or are just somewhat weaker than others doesn't matter,
you just perform worse when trying to use your limbs to lift, pull, push, carry, or break things via brute
force.
Frail Of Body
Cannot be combined with [ENDURANCE/GREAT STAMINA]. You are the opposite of someone with
great endurance; you are quick to catch a cold, and more prone to be out of breath when engaging in
physical activity.
Lightweight
Cannot combine with Cast-Iron Stomach. Not only are you not that great at not getting shit-faced fast,
but also other ingested substances, such as poisons (from spoiled rations to actual poison), tend to act
quicker or have more of an impact on your metabolism.
Fidgety
Sitting still isn't your thing. You have to fidget, or at least somehow be in motion, or your concentration
wanes. Maybe you can get away with tapping your foot and looking around during that high profile
dinner party at the noble's court and not make too much of a fool of yourself and those around you, but
when the scholar is telling you to sit tight and be quiet while flipping through that ancient tome of his
for hours, you'll go stir-crazy.
Arrogance
You always know better, or can do better. When something falls within your area of expertise and
someone else engages with it, whenever you try to assist, you cannot help but try to outdo or criticize
them to the point where it gets on other people's nerves. You also tend to overestimate your own
abilities when it comes to analyzing problems and how good your chances of success are, so the GM
may occasionally feed you distorted information about how doable a situation is, for example.
Fear of Magic [Phobia]
Magic is scary and unnatural. You have problems trusting mages and enchantments, even when they
claim they're beneficial.
Phobia*
You have a phobia of some particular thing. A lot of traits that are phobias are described in this book,
such as: Fear of Magic, Fear of Heights, Fear of Closed Environments, and so on. If it's already in this
book, consult the trait description. If not, make it up with your GM.
Fear of Closed Environments [Phobia]
Also known as claustrophobia, you fear tight, closed environments. The narrower and tighter an
environment around you, the worse it gets.
Clumsy
Whoops, you didn't mean to drop that. That looked expensive. Yikes. Clumsy characters have trouble
when it comes to feats of agility and dexterity. They are more prone to drop things or not catch
something that is thrown their way.
Forgetful
The opposite of having Reliable Memory, being forgetful means you are bad at retaining information,
remember or memorizing things. You can be a bit scatter-brained or just a bit inattentive, but the result
is the same—when it requires you having memorized something, reciting something from memory or
keeping a tidbit of information in mind, especially over an extended period of time, this flaw may come
to bear.
Smelly
Look, you can't help it. It's a personal musk. You can't help it that even if you just had a bath, you're
already a bit sweaty and smelly again already.
Mild Debilitation*
Debilitations of the body are complicated, and hard to press into objective rules. Also make sure that
there isn't someone in your game who might feel uncomfortable. Player characters shouldn't normally
have too viscious of a debilitation, but minor ones can apply under very specific circumstances, hence
this umbrella trait is called »Mild Debilitation«, not »Crippling Mental Illness«.
Instead of forcing these on players in a prewritten form, they are also encouraged to develop their own
debilitations.
Some examples include: Colorblindness,
Missing Digits Or Limbs
Be it due to a disease, an accident, or an injury sustained in combat, you are missing some digits or
limbs. If you are missing some digits like fingers or have an injury that resulted in a stiff hand, you are
at a disadvantage when engaging in feats of dexterity, whereas entire missing limbs, such as a foot or
half a leg, result in being at a disadvantage in feats of agility or just general movement. Missing an
entire arm can be both of a detriment to agility and dexterity, but the GM and player should use
common sense to determine when it applies. Often, this isn't a trait you will willingly select at character
creation, since it has quite a measurable negative impact on many aspects of a character's life, but if
you seek that kind of challenge, go for it. However, it is way more likely a character gains this trait
later in life due to sustaining an injury that results in the loss of body parts.
SPECIAL TRAITS
Mundane Traits
Combat Traits
Combat traits are an odd duck. They are highly specific and unlike common good or bad traits highly
regulated and less fuzzy on when they apply.
They apply their bonus to the corresponding COMBAT MOVES.
Overview
Powerful Blows: Do more damage with heavy-hitting weapons.
Critical Hits: Do more damage with weapons that require stabbing and finesse.
Flurry of Steel (Rapid Attack): Attack more often / more rapidly / do an attack-sequence.
Wall of Steel (Rapid Defense): Defend more often.
Expert/Masterful Parry: Defend like an expert.
Expert/Masterful Strikes: Do more damage with your choice of weapon / combat technique.
Trip-Attack: Weapons that allow for tripping attack allow you to use this maneuver.
Arcane Traits
Divine Traits
Elven Traits
Dwarven Traits
+ Cast-Iron Stomach. Dwarves get this one by default.
Tougher Than Humans
You get +1 when engaging in feats of strength and endurance.
Orc Traits
Tougher Than Humans
You get +1 when engaging in feats of strength and endurance.