Traits
Traits
Traits are small phrases describing an important, either of the world, of any character.
Trey are the major role-playing incentive, by tying background, and in same cases temporary statuses of creatures or of the world, to skills.
When one of your traits ties to one or more of the rolls you are about to make, you can spend an inspiration point to gain advantage on that roll.
Inspiration Points
Inspirations points are the resource used when a trait is invoked. A resource is needed to prevent the invalidation of skill points.
Traits can be invoked both by the players and by the GM, and traits from another creature can be invoked to gain an advantage (e.g.: a creature has the temporary trait “Broken leg”, a player can inked it to gain advantage on an attack roll).
All the inspiration points are regained at the beginning of each day.
Types of Traits
Character Traits
Character Traits are small in scope, but permanent. They describe something noteworthy that could be relevant in different situations for PCs and NPCs alike.
- Personality trait of belief
- Profession
- An important possession or a noticeable feature
- Bond to people, organization or place
- Goal
- Flaw
Consequential Traits
Also known just as consequences, can have different durations, from short lasting to semi-permanent or permanent; it will be the GM to tell you if they are going away and when. They are given to characters when they try to avoid a conflict or when the conflict is resolved negatively for them. Also a consequence is given to characters each time their “dying” status is incremented.
Some consequences have effects attached to them, for example if you have the “Broken leg” trait, all your movement might be halved. These effects are at the GM discretion.
Situational Traits
Situational traits are short lasting traits that only affect the current situation. Usually they last less than a session, rarely a full one.
Notes
This mechanic is similar to the “Aspects” mechanic in Fate Core.