Traits
The basic descriptors of your character, Traits shape how you play, and what your character’s strengths and weaknesses are going to be. There are several types of traits that do different things. All traits become active when the character is in a relevant situation. For example, a character with a “Strong” trait would have this trait active when lifting objects or other situations where strength would help, but not when persuading nobility.
- Talents - The natural strengths of a character. They describe something the character is innately good at.
- When a Talent is relevant, the character gains a Bonus Card.
- Typically adjectives, like “Smart” or “Quick," they can also be phrases, like “Magical Prodigy” or “Natural-Born Killer."
- Flaws - The natural weaknesses of a character. They describe something the character is innately bad at.
- When a Flaw is relevant, the character gains a Penalty Card.
- Flaws are purely optional and a character only has one if they opted take one in exchanged for additional bonuses.
- Typically adjectives, like “Slow” or “Feeble," they can also be phrases, like “Fiscally Irresponsible” or “Nearly Deaf."
- Personality Quirks - Something that is neither a Flaw nor a Talent. It is a Trait that is simply a harmless habit or personality characteristic.
- When a character behaves in accordance with their Personality Quirks, the player may add a Red Suit from the Discard Pile to their Deck.
- Do your best not to abuse this. It's at the player's discretion.
- If there are no Red Suits left in the Discard Pile, you will have to simply wait for more draws to happen before you can benefit from your Personality Quirks.
- Personality Quirks are typically phrases or adjectives that don’t really inhibit or aid a character, like “Noble” or “Scared of Cats."
- A character can never get a Bonus Card or Penalty Card from a Personality Quirk. Ever.
- When a character behaves contrary to its quirks, the Judge may require a player to add a Black Suit to their Base Deck.
- Professions - The skills of the character. Much like Talents, it is something the character is good at, but from practice and experience rather than innate ability.
- When a Profession is relevant, the character gains a Bonus Card.
- Professions stack with Talents and can yield multiple Bonus Cards if both are active.
- Maims - Sometimes grievous injury happens. Similar to flaws, Maims are any injuries that physically impede a character.
- When a Maim is relevant, the character gains a Penalty Card.
- Maims are descriptions of injuries that can inhibit a character.
- Broken left arm, cracked ribs, concussion, blinded left eye, etc are all examples of Maims.
- Conditions - circumstances and other outside temporary factors.
- Conditions can be good or bad, depending on the situation. They are used to add flavor to a draw and reward or punish not paying attention to the environment.
- Some examples include:
- High Ground - You have the height advantage in a firefight. Gain a Bonus Card
- Overwhelmed - Enemies are swarming you! Gain a Penalty Card.
- Hack! Cough! - It's hard to breathe in here...too much... smoke. Gain a Penalty Card.