Traits are a generic term referring to all characteristics used within the game. All Traits have a numeric value from 1 to 6 and are used in Trait Rolls. These attributes measure the basic physical and mental abilities that the character possesses in the game world. For example Body measures the players brute force and physical output or Mind determines the characters ability to notice things or find hidden details.
A value of 1 in a Trait is low, a value of 6 is exceptionally high the average value for a normal person would be 3. If a character had a Body of 2 they would be below average in the brawn stakes whereas if they had a value of 4 in Mind they are particularly clever and perceptive.
The attribute Traits used in this game are broken down below:
Body (B) is a measure of a characters physical strength, dexterity and reflexes. BODY represents a persona’s might, agility and pure physical capability. Body would be used in breaking down a door or dodging a thrown tankard.
Charm (C) is a measure of a characters persuasion and charm. Charm represents personality, demeanour, empathy and fellowship. If a player needs to persuade a dragoon to leave an innocent innkeeper alone then this attribute would be implemented.
Lore (L) is a measure of the player’s mystical aptitude and intuition. Lore represents arcane wisdom it is mainly used in employing spells, conjuring magical powers and mental prowess. A good example would be how attuned they are to the powers of light and darkness.
Mind (M) is a measure of characters intelligence, speed of thought and mental capacity. It represents such things as brains, wits and level of intellect it is used predominantly in determining whether the character knows certain facts.
Rank (R) is a numerical measure of the characters social rank and place in society. Rank represents nobility, wealth and the respect they are given by other members of the kingdom. For example a squire with high status would not even stop to talk to a pauper asking for directions.
Spirit (S) is a measure of the player’s good fortune, piety and innate luck. Spirit represents fate, belief, karma or any other name for the uncontrollable elements of faith or chance. A good example would be their success in games of chance or measure of faith.
Each character has a numeric value in each of these attribute Traits. These values are will occasionally change under certain circumstances determined by reduced Secondary Traits. A character may undergo a temporary penalty or bonus to an attribute (mainly due to fatigue or injury). However the GM’s will sometimes assign additional temporary losses and they will communicate this to the player character.
Traits are generated using one of the methods in Trait Generation.