Traits#
Traits are descriptors of your character. They represent a part of their personality or physique. Traits are selected at level 1 and cannot be selected multiple times.
This page is the core selection — the traits available in any setting. Setting-themed traits live with their module:
Core#
Alert
You have particularly keen senses. Gain +4 Initiative.
Composed
The first time you fail a WILL check each session, you may re-roll one decision die and use the higher result.
Diplomatic
You understand other’s needs and intentions well. Gain a +2 bonus on rolls made to persuade another.
Hot-Headed
The first time you take VIT damage each session, you gain a temporary +2 AP to be used before the end of your next turn.
Intimidating
You are an imposing individual, whether in attitude or stature. Gain a +2 bonus on rolls made to intimidate others.
Lucky
You are luckier than others. Gain a bonus to Luck equal to ¼ your level to a maximum of 4 (rounded down, minimum 1).
Mentally Sound
Your therapist wonders what you pay them for. Gain a +1 bonus to max Stress Threshold.
Particularly Attractive
Cannot be combined with the Unremarkable trait.
I guess nobody can argue: Someone thinks this character is particularly good looking. Gain +2 to rolls made to persuade someone who finds you attractive (GM discretion, results may vary).
Picture of Health
You’ve definitely kept up with your doctor appointments. Gain a +1 bonus to VIT.
Sly
You don’t have a tell, or maybe just barely. Gain a +2 bonus on rolls when deceiving others verbally.
Sneaky
You are very good at remaining unnoticed. Gain a +2 bonus on stealth rolls.
Stubborn
Your ideas are your own and nobody will change your mind. Gain a +2 bonus when making rolls to avoid manipulation or deception.
Tough
You are tougher than the rest. Gain a max DEF bonus equal to ¼ your level (rounded down, minimum 1).
Unremarkable
Cannot be combined with the Particularly Attractive trait.
Some would consider you the most average of Joes. There is simply nothing that stands out about you. Gain a +2 bonus on rolls to blend into a crowd or otherwise visually hide your identity.
Unshakable
No jump scare will frighten you, you were surprised that’s all. Gain a +2 bonus when rolling WILL checks against fear and distraction effects.
Well-Connected
Once per session, you may declare a contact in the current location (provided you have not already done so at that location). The GM determines what they know and how helpful they’ll be. Results may vary.