Traits

In AdVarTa, some characteristics are too specific to be made a general ruleset. When defining a character, for example, it's traits should be transcribed into the game, and this is what the mechanics for Trait creation are for.

To start with, Traits are listed characteristics any creature or object have embedded in their identity.

Game balance, even when dealing inter-story-wise, can be adjusted by scaling positive and negative traits.

Remember, AdVarTa's flexibility requires greater judgement ability of the GM. Judging traits is hard and there's no way around or so to make it simple. You have to think thoroughly.

## Rules about Traits

This part is not as easy as the rest of the mechanics, unfortunately.

Benefits of traits must always be well-defined and, while they may be used creatively, any interaction outside the intention shall be avoided.

These are the most common benefits of a trait:

1. Numerical bonus at statistics (usually 1 or 2)
2. Being able to do something, like being one of a few whom know how to use some device.
3. Roleplaying advantages (like having a valued accent or voice tone by most people).
4. Resistance to some damage type.

Likewise, there are also options when dealing with negative traits, as such are the possibilities:

1. Numerical penalty to some stat.
2. Disability of something, like complete lack of magical ability, or
3. Roleplaying difficulties (like being limited at some language or interacting poorly with something).
4. Vulnerability of any kind: mental, physical, social or even spiritual.

Overall, negative traits must really be negative and affect the choices made by a character.

## Further Examples

No need to say how good examples are to demonstrate complex concepts. So here's some things and how they're translated into traits.

* Character A had been taught the mysterious art of Whateverness (skill) since childhood. Because of that, the corresponding skill is modified by +2.
* Character B was raised in a culture which despised a certain thing. When dealing with this particular thing, the character B is uneasy and gets -1 in tests which require tolerance of it (such as politeness, concentrating in some detail about it, helping it or whatever you may come up with).
* Character C specialized with only a particular tool/weapon during most of its life, meaning that, when using that particular tool, it's granted a +1 bonus, but a -1 penalty when dealing with other tools/weapons of this kind.
* Character D's physical traits are considered attractive by some people. When dealing with such people, this character may use different approaches for social tests.
* Character E has some kind of stigma. People may be discouraged to get in its way, or may have special reasons to help or oppose the character.

These are only some possibilities. Of course, there's no need to list in a character sheet every kind of trait. I would recommend that only traits being translated into numerical bonuses of any sort be listed for the sake of comprehension when checking for numbers. Other traits, like those about appearance, mentioned in the example, are expected to work only under some circumstances should not translate into numerical bonuses. In ither words, only traits of universal/general application should be listed as such bonuses.

## Comparison with other systems

The way traits work in AdVarTa is intended to aid in character creation while bringing in realism with the decisions. A Game Master is expected to allow the inclusion of as many traits as needed to describe the character effectively into the mechanics.

An analogy to other systems, and a good one, is the 'Code of Conduct', so common in many systems in some character classes. The way a Code of Conduct works in other RPGs is a bit more complex than Traits in AdVarTa, but produce the same results, and that is, the choices of roleplaying.

Other games have traits as something special to player characters, but this is actually a result of bad game design. Traits should not be all that extraordinary (that's what class features are meant for!) Instead, traits should be your tools and resources to really shape the planned character into the game. Remember, player characters are stars of the cast and must be what fits best for what they are meant to be. If the GM allowed the description/background, but later disallowed the addition of traits to cover these characteristics, then the GM is a moron and no ruleset should justify this break in the realism, and by realism I mean the character being just what the design made him, no more, no less.