Traits, in general, allow you to modify your dice rolls. The first level of a trait allows you to add another die to an action once per session/adventure. Let’s say that you are making a Fighter roll in a conflict. You have the Fearless trait. You say to me, “Freddy charges forward with reckless abandon. He definitely is not afraid of this snake!” For your roll, you take your Fighter skill, add any weapon/gear modifiers, subtract any condition mods, and then add one for invoking your Fearless trait. You roll that many dice! The second level of a trait allows you to add another die to an action any number of times per session, as long as you justify how your trait would assist you in your actions. The third level of a trait allows you to reroll all failed dice once per session. For example, if you roll 4 dice and get a 5, 4, 2, and 1, you can reroll the 2 die and the 1 die to try to get more successes.
Regardless of the level, you may only use one trait to help yourself per test. So you could not invoke the Fearless trait and the Brave trait to assist you on one Fighter roll. You would have to use these traits on two separate rolls.
Conversely, traits can be used to hinder or hurt yourself. Fortunately, as a reward for your convincing roleplay, you are awarded checks which can be spent during the Players’ Turn. You can hinder yourself using your traits as many times per session as you would like. You can even hinder and help yourself on a single roll, but you cannot use the same trait to both hinder and help.
First, you may use a trait to impede yourself. You explain how a particular trait might not work in your favor in this situation and subtract one die from your current roll. As a reward, you earn one check.
Second, you may use a trait to hurt yourself. You explain how a particular trait might seriously hurt your chances in this situation and add two dice to your opponent’s current roll. As a reward, you earn two checks.
Third, you may use a trait to break a tie between you and your opponent on the off chance that you both roll the same number of successes on a particular versus test. You allow your opponent to win the current test, and as a reward, you earn two checks.
Now that we’ve used our traits to hinder us and earned ourselves some checks to use during the Players’ Turn, we need to decide what we can do with these checks. Each player starts the Players’ Turn with one free check. Then, add any checks you’ve earned to that free check.
For the cost of one check, you can make a test in the Player’s Turn. For example, you could practice a skill, make a Circles test to find a healer for a friend, make a Resources test to find a needed piece of equipment, take on any side quests, or anything else.
For the cost of two checks, you can make a recovery check during the GM’s Turn. This check will allow you to recover from one condition, if you pass the test to overcome that specific condition.
For the cost of three checks, you can charge a trait, thereby increasing it by one level for the rest of the current session/adventure. Level 1 traits become level 2 traits and so on. You can only boost a trait before you have used it this session.
For the cost of two OR four checks, you can recharge a level 1 or level 3 trait respectively, allowing you to use it for a second time in this session/adventure.
New traits are gained and existing traits are advanced during the Reflection phase of the Winter season, which we will worry about much later. Each character can only have five traits at any one time.
So, now we can discuss the potential selections that you might make. Remember that each character receives a trait from their Hometown selection. These picks are in addition to that selection.
Choose a quality you were born with.
All ranks choose one.
Keep in mind which traits you CANNOT select because of the choices made during Nature, Resources, and Circles rating generation.
Bigpaw, Bitter, Bodyguard, Bold, Brave, Calm, Clever, Compassionate, Cunning, Curious, Deep Ear, Defender, Determined, Driven, Early Riser, Extrovert, Fat, Fearful, Fearless, Fiery, Generous, Graceful, Guard’s Honor, Innocent, Jaded, Leader, Longtail, Lost, Natural Bearings, Nimble, Nocturnal, Oldfur, Quick-witted, Quiet, Scarred, Sharp-eyed, Sharptooth, Short, Skeptical, Skinny, Stoic, Stubborn, Suspicious, Tall, Thoughtful, Tough, Weather Sense, Wise, Wolf’s Snout, Young
Choose something you learned or inherited from your parents.
Tenderpaws choose one.
All other ranks DO NOT choose.
Bigpaw, Brave, Calm, Clever, Compassionate, Curious, Deep Ear, Defender, Determined, Early Riser, Extrovert, Fearful, Fearless, Fiery, Generous, Graceful, Longtail, Lost, Natural Bearings, Nimble, Quick-witted, Quiet, Scarred, Sharp-eyed, Sharptooth, Short, Skeptical, Skinny, Stubborn, Suspicious, Tall, Tough, Wolf’s Snout
Choose something you acquired while out on the road.
Patrol Guards, Patrol Leaders, and Guard Captains choose one.
Guardmice and Tenderpaw DO NOT choose.
Bitter, Bodyguard, Brave, Calm, Clever, Compassionate, Cunning, Curious, Defender, Driven, Early Riser, Fearful, Fearless, Jaded, Leader, Natural Bearings, Nocturnal, Oldfur, Quiet, Scarred, Sharp-eyed, Skeptical, Skinny, Stoic, Thoughtful, Tough, Weather Sense, Wise