
Human Potential
Traits
Traits
Section titled “Traits”Traits are binary and entirely custom. They are the details that make a character specific rather than generic.
There are two broad polarities: Positive and Negative — but polarity is contextual.
- A positive use of a Trait grants narrative permission. Actions ordinary for someone with that Trait may succeed without a roll, or receive Advantage when a roll is still required.
- A negative use creates complication, imposes Disadvantage, or in extreme cases rules an action out entirely.
Examples:
- Positive-leaning: “Horse-Archer”, “Charming Smile”, “Speaks Latin”
- Negative-leaning: “One-eyed”, “Hunchbacked”, “Speaks Latin”
(Yes — the same Trait can cut either way depending on the scene.)
Traits are not rated. They either apply or they do not. The Storyteller decides applicability from the player’s description of intent, exactly as with Foundations and Skills.
Where Traits Come From
Section titled “Where Traits Come From”| Source | Notes |
|---|---|
| Character Creation / The Wanting | Positive Traits may be bought with Words; Negative Traits are Storyteller-chosen costs. |
| Echo resolution | A resolved Echo may become a personal Trait. |
| Dying / recovery | Stabilising a track at 3 almost always leaves a permanent Trait. |
| Foundation Myths | May grant or deny a temporary/permanent Trait to all community members. |
| Extreme Foundations (0 or 4) | Require Storyteller approval and a matching Trait. |
Specific techniques, regional styles, named tools, and binary capabilities belong here — not on the Skills list.
Related: Human Potential, Dice Mechanics.
