Defining Traits

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Defining Traits are the core of the character, beyond physical descriptions. How does the character respond to actions, how would their teammates describe them?

Note: Everything in Moderation![edit]

In small amounts, none of these are 'bad' traits to have. They all are common traits in the real world, and all provide a small bonus in creation and some definition to personality. However, if a higher level is taken, they become something that is clearly distinct about the character, and have difficulty acting in a manner contrary to that. At the highest level, they have great trouble even understanding the opposite view.

Note: The Cautious Loudmouth?[edit]

Some traits seem redundant or contradictive, and the current definitions don't help because they're so vague to allow multiple interpretations themselves. It's entirely possible traits will come and go, but there's some archetypes that fit each if asked.

Ultimately the idea is for one NOT to be able to pick all of the defining traits anyway, so some might be off-limits if another is chosen, even if it's not its 'opposite' (Withdrawn if Brave, for instance). It's all in progress. Ultimately though, a Withdrawn Brave character could equally be someone who follows anyone who seems to know what they're doing. Outspoken Cautious character would, as such, be someone who speaks out with confidence, but only when they fully understand the situation.

Brave/Cautious[edit]

Brave characters are willing to face any challenge they meet. If something is a challenge, they're going to want to face it, regardless of how little they understand of its nature. They do not necessary 'follow their gut,' but they will engage a challenge when presented.

  • Very Low - The character is braver than average, and gains a +1 to event rolls where the character is forced to react with no preparation.
  • Low
  • Mid - The character is known for having a sense of bravado. They gain +2 to event rolls, as well as a permanent +1 to Cunning.
  • High
  • Very High - The character is a thrill-seeker of the highest order. They suffer heavy penalties when they have to take a less direct method, and are easily manipulated by their desire to face challenges.

Cautious characters try to understand a situation before rushing in. They can be just as challenge-happy as a Brave individual (or moreso), they just to act after gathering some intelligence on the situation.

  • Very Low - The character is known for thinking things out, and gains a +1 to any event roll they could have seen coming.
  • Low
  • Mid - The character thinks everything through. They gain +2 to event rolls, as well as a permanent +1 to Knowledge.
  • High
  • Very High - The character is overly cautious. They suffer heavy penalties in situations where they don't understand everything, and are easily manipulated by their desire to do so.


Emotional/Rational[edit]

Emotional characters let their gut guide them. They do and believe what feels right to them.

  • Very Low - The character tends to be a bit emotional. They get +1 to event rolls to things they feel strongly about.
  • Low
  • Mid - The character is known for emotional outbursts. They get +2 to event rolls, as well as a permanent +1 to Charm.
  • High
  • Very High - The character is a slave to their desires. They suffer heavy penalties doing something they don't feel like, and are easily manipulated by their emotions.

Rational characters let logic be their guide. They favor pragmatic decisions, despite how it might make them feel.

  • Very Low - The character is known to consider things rationally. They get +1 to event rolls they can justify with logic (this one sounds like it needs to be narrowed especially).
  • Low
  • Mid - The character is known to approach things logically. They get +2 to event rolls, as well as a permanent +1 to Will.
  • High
  • Very High - The character is a slave to logic. They suffer heavy penalties doing something that makes no sense to them, and are easily manipulated by logical arguments.

Empathetic/Adrift[edit]

Empathetic characters are able to connect with others well. They feel most at home around others who are happy, and uncomfortable alone or around suffering.

  • Very Low - The character tends to feel the plights of others, and gets +1 to event rolls where they're helping others.
  • Low
  • Mid - The character is known for his empathy, getting +2 to event rolls, as well as a permanent +1 to ???
  • High
  • Very High - The character is a bleeding heart. They suffer heavy penalties around suffering or acts that will harm others, and are easily manipulated by their need to connect with others.

Adrift characters are able to function on their own well. They feel most comfortable alone, and dislike working for or with others to a degree.

  • Very Low - The character is known for working best alone,
  • Low
  • Mid - The character is considered a bit of a loner, getting +2 to event rolls
  • High
  • Very High - The character is a thoroughbred loner. They suffer heavy penalties when they have to work cooperatively with or for others, and are manipulated by their desire to be alone.

Goal-Oriented/Self-Oriented[edit]

Goal-Oriented individuals prioritize their goals before their selves, choosing personal sacrifice to further than long term goals.

  • Very Low
  • Low
  • Mid
  • High
  • Very High - The character is unhealthily focused on their goals. They suffer heavy penalties in any situation which sets their goals back, and easily manipulated by the promise of furthering them.


Self-Oriented individuals prioritize their selves before their goals, as short self-term improvement can help solve long term goals.

  • Very Low
  • Low
  • Mid
  • High
  • Very High - The character is unhealthily focused on their self. They suffer heavy penalties in any situation which might set their self back, and are easily manipulated by the promise of furthering their self.

Note: GOAAAAAAAAAAAAAAAAAAAAAAAL![edit]

Sometimes it's hard to tell where to place someone on this. Obviously everyone has a goal in this, and are given further goals (which don't necessarily have the same priority as their main goal). Think of the ultimate goal the character has in mind. Now think if they would die for it, or feel they could more if they backed down now and again to keep themselves alive and keep working at it. It might seem obvious that the former are selfless goals and the latter are selfish: Fighting for an ideal or fighting for personal gain. However, dwarves at large feel it okay to die in the name of complicating work, which is just to comfort themselves and in fact hinders others, which might be perceived as selfish. Likewise, someone trying to spread a message of peace might feel it better to back off from those who don't want to hear it to find others who do. It's a gray area. NO WEI

Also note just because you think that way in the beginning doesn't mean that'll be how it comes to pass. There's tons of twists and turns and you just know your DM's going to explore all of them.

Conventional/Experimental[edit]

Conventional characters tend to try to do things the proper way.

  • Very Low
  • Low
  • Mid
  • High
  • Very High - The character is a devout purist. They suffer heavy penalties in situations where they have to exercise techniques they're less familiar with, and are easily manipulated by a promise of the familiar.

Experimental characters often try to use their obscure knowledge and ways to cut corners.

  • Very Low
  • Low
  • Mid
  • High
  • Very High - The character is a type of snob. They suffer heavy penalties in situations where they can't exercise their knowledge, and are easily manipulated by their desire to do so.

Note: I was Experimental Once in College[edit]

Conventional and Experimental refer to the way they solve problems, and both are flexible at the lower levels (as are all Defining Traits). When challenged to a duel, a Conventional character would accept and agree to whereas an Experimental character would look for ways around the duel or its rules. In another situation, a character may be asked to set up defenses for an upcoming attack, and a Conventional character would set them up within the boundaries issued, while an Experimental character would explore alternate set-ups, which may or may not end up more efficient.

In short, Conventional characters best do what they're told or what's presented to them, while Experimental characters constantly try to find ways to avoid or ignore it. Both traits have their usefulness in the sense of a story. Shocking, I know.

Outspoken/Withdrawn[edit]

Outspoken characters always attempt to communicate their own ideas. They tend to be leaders, if not in action then in words.

  • Very Low
  • Low
  • Mid
  • High
  • Very High - The character is a loudmouth. They suffer heavy penalties when they are incapable of communicating or exercising their ideas, and are easily manipulated by the desire to do so.

Withdrawn characters allow others to communicate their ideas first. They tend to be followers, if only for convenience.

  • Very Low
  • Low
  • Mid
  • High
  • Very High - The character is a social hermit. They suffer heavy penalties when put on the spot, and are easily manipulated by situations where they have no need for input.