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Gladius et Aegis: Of service
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=Add Traits= ''Traits'' are descriptors of your character that aren't just edges or weaknesses, but a bit of both. Essentially, they're ways of describing who your character is, and often encompass rules sub-systems unique to characters with that trait. ''Traits'' are player defined (with GM consent, rules input and veto), and should use the following guidelines: * 1) A ''Trait'' always has pros and cons to it, which more or less even out. All Traits are double-edged, in that they help and hinder in equal measures, or at least make your life complicated as often as they make it simpler. * 2) A good ''Trait'' is one that is likely to improve the narrative of the game, and which makes the character more interesting. * 3) If you have a ''Puissance'' of at least one, then you need at least one ''Arcane Nature Trait'' to explain your access to supernatural powers. * 4) Generally, you should not have more than one ''Arcane Nature Trait'', and you should avoid taking ''Traits'' that are mutually contradictory. * 5) ''Traits'' should be chosen in order to represent your character concept, rather than the other way around. Its probably within Traits that there is most potential for powergamer-types to break game balance. The best way to avoid this is for the players AND the GM to be responsible for maintaining balance and fairness. Traits broadly fall into three categories: * ''Arcane Nature Traits'' explain where supernatural power comes from. For example ''Magus'' or ''Vampire''. * ''Background Traits'' tell us more about the character's circumstances. For example ''Old Money'' or ''Beloved Family'' or ''Web of Intrigue'' or ''Serving Policeman''. * ''Internal Traits'' tell us more about the character's nature and self. For example ''Devout Muslim'' or ''Accustomed to Loneliness''. As theoretically there's no power gain or loss from ''Traits'', there's no link between number of ''Traits'' and game power level. Regardless of game power level, you can take as many or as few traits as you wish. First time players are recommended to take between two and four traits: one to define their Arcane Nature, then one to three to add more uniqueness to their circumstances. Making calls on whether traits are balanced or not is one of the hardest things to do for GMs and players in this character generation process. Some GMs may well want to limit their players to those described on [[Gladius et Aegis: Traits|the page on Traits]] till they get a feel for the system.
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