Traits are abilities chosen at character creation that make each individual character stand out. Some, like Power Link, are so common that they only stand out when they are missing. Others, like Magic Aptitude, are only available to characters with a certain origin. Then there are others are like Jump, Elemental Versatility, and Take Item.
By default, all player characters have four innate Trait slots. They can fill them with the following Traits or create a new one with Game Master approval.
Players can gain another positive trait slot by taking a negative trait for a total of 5 positive traits / 1 negative trait (see below).
Positive Traits
- Power Link: The ability to invest TP to create dual or triple techniques with allies. Characters without this, like Magus from Chrono Trigger, cannot use Dual/Triple Techniques.
- Magic Aptitude: This grants the ability to learn magic. Generally, magic is more powerful than standard techniques and can harm certain beings that resist/nullify techniques. Certain beings, such as those born in the primordial past, cannot learn magic.
- Elemental Versatility: This grants the ability to learn and use techniques of elements other than your character’s innate element.
- Elemental Resistance: You no longer take double damage from your innate element’s opposite.
- +1 Movement: This increases base movement from 3 to 4 squares. It can be selected multiple times, each time increasing movement by 1 square.
- Intercept: Enemies of your size cannot pass through the squares adjacent to you but must end their movement there. They can move onward with a second Move action.
- Hover: This grants the ability to hover and ignore terrain effects (but not elevation) while moving and standing still.
- Jump: This grants the ability to ignore terrain effects and elevation when moving in straight line, but not when standing still or moving in multiple directions.
- Teleport: Must take Magic Aptitude. This grants the ability to ignore terrain effects, environmental effects, and elevation when moving, but not when standing still.
- Take Item: You can take an item from an enemy. Enemies’ only hold one item that can be taken. There are two variants of this trait. Select one from below.
- Steal: You gain the Steal action. Your Hit and the enemy’s Evasion determine the outcome probability. Positioning bonus apply.
- Charm: You gain the Charm action. The outcome probability depends on the target enemy’s type.
- Expanded Inventory: You can carry 5 expendable items. (You may not take the Limited Inventory negative trait.)
- Hyper Reactive: This increases the number of Reacts you can take in a round from 1 to 2. It can be selected multiple times, each time increasing the number of reacts that can be taken in a round by 1. (This does not increase the total number of Reacts you can take in a battle.)
- Natural Swimmer: You move normally in Liquid Terrain; 1 square : 1 movement. You receive a significant bonus to Evasion while swimming.
- Deep Swimmer: You cannot be targeted by attacks while swimming. Enemies can only target you with area of effect attacks. Generally, they will attack visible players instead.
- Natural Strength: Your starting Strength is increased by 5.
- Supernatural Strength: Must take Natural Strength. Your starting Strength is increased by an additional 5 (+10 total).
- The Strongest: Must take Supernatural Strength. Your starting Strength is increased by an additional 5 (+15 total).
- Ailment Resistance: Reduce the duration of all negative status effects by 2 rounds. If this reduces the duration to zero, the status effect takes no effect. This can be selected multiple times, each time reducing the duration of negative status effects by 2 rounds.
- Resist Element: This reduces damage from the selected element by half.
- Null Element: Must take Resist Element first unless selecting your Innate Element (which you already Resist). This nullifies damage from the selected element.
- Drain Element: Must take Null Element first. This drains damage from the selected element.
- Hide: You gain the Hide action when you are out of enemies’ line of sight (based on Game Master discretion). Enemies without special senses are unaware of your location and can only target you with area of effect attacks. Generally, they will attack visible players instead.
- If Else Reaction: Your ‘Ready an Action’ react criteria may be one step more complex. You may now include an ‘else’ clause. For example, if the monster comes within melee range I will attack it with my sword else I will use a restore technique on player Y.
The ‘Ready an Action’ react and ‘If Else Reaction’ trait were designed for play by post. The flow of tabletop play is very different and would benefit from a less rigid approach.
Negative Traits
Players can add one of the negative traits below, or coordinate with the Game Master on a new one, in order to gain one additional positive trait slot.
- Heavy: Your character is extremely heavy. They encounter additional difficulty in crossing many kinds of terrain. (A character with this trait may not select the Hover trait.)
- Honor: You refuse to take advantage of an enemy’s momentary vulnerability. You do not gain a positioning bonus to Hit from Back Attack or Flanking.
- No Weapons: You do not use weapons to fight. Your attack range is 1 and your damage formula is reduced.
- Phobia: Select one enemy type: Dinosaur, Magic Being, Fiends/Mystics, Machines, Humans, Undead, Animals, Aliens, or Dragons. You can never take an offense action, including Dual/Triple Techniques, against this enemy type.
- No Armor: You do not wear armor. Your base stats determine your defense.
- -1 Movement: This decreases base movement from 2 to 1 square.
- Elemental Vulnerability: Select an Element other than your Innate or Opposing Elements. You now take double damage from this Element.
- Limited Inventory: You can only carry 1 expendable item.
- Lightweight: Your character is extremely light. They encounter additional difficulty in certain environmental conditions and with directional terrain.
- Healing Null: This causes healing techniques and items to have no effect. You can only recover HP through Drain effects and rest/repair between battles.
- Restricted Movement: You treat Difficult and Liquid terrain as Impassable. You cannot use the Climb action.
Negative traits are more than a way to minmax. They should be used for building unique characters. For instance, a robot using wheels instead of feet could take +1 Movement and Restricted Movement to reflect their unique mobility.