Chapter Four: Traits

This Chapter describes the various Traits that a character may be given during the creation process. All Traits in the game fall into one of three general types: Variable Traits, Talents, and Complications. Variable Traits are Traits that may act either as a Talent or a Complication. Talents are generally positive Traits that will help a character excel in a particular field. Talents have a building point cost; when they are selected, the point cost must be paid either by using some of the points in one of the character’s building point pools for Disciplines or Attributes, or by buying Complications. Complications are negative Traits that serve to make a character's life interesting, serving as a point of internal conflict that can get in the way of their success in certain situations. Complications have a negative point cost and thus give the character additional building points, which can then be spent on Skills or as a way of "buying off" a Talent.
A character's Traits provide a modifier to the outcome of any die roll where they may apply.  This includes self-control Checks, a (usually) voluntary roll made to gauge a character’s reaction to a given situation; these Checks have a base DC of 50 plus the number of points present in the Trait. The modifier provided always equals the Trait's score; Talents provide positive modifiers while Complications provide negative ones. Traits can compound upon one another in certain situations, making certain actions almost guaranteed successes and others guaranteed failures. All Traits must be role-played where appropriate; if a player does not role-play a character's Trait, a GM may inflict whatever penalty they wish during a gaming session's wrap-up. Usually, this will be the denial of a Skill point or two that the character might've otherwise earned or the reduction of the level of the Trait in question (See Chapter 11.1 for more details on giving Skill, Talent and Complication points).
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