TSRPG Addenda & Errata: Traits
Following are updated rules on Traits for the rules-light narrative TSRPG! This entry replaces the one of the same name that appears in the Optional Rules section of the TSRPG core rulebook, and is fully-compatible with the updated, revised, and improved “TSRPG Basic Rules.”
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TRAITS
Traits are the qualities that define and differentiate characters. In game terms, Traits provide characters with Bonuses to complete Challenges. Traits include a character’s Background, Vocation, Characteristics, and Boons (see below). Following are expanded rules for using Traits in TSRPG, along with a few examples from the innumerable possibilities. Traits appear in the descriptions of sample characters in TSRPG scenarios in bold italic text.
Backgrounds can include things like a character’s species (i.e., “race” in traditional RPGs), culture, and social status. Examples include Human, Elf, or Duck for species; Wood Elf, Gypsy, or Pioneer for culture; Noble, Peasant, or Techbro for social status.
Vocations include jobs and areas of specialized knowledge such as Biologist, Fighter, and Plumber.
Characteristics include mundane traits inherent to an individual such as Stealthy, Rugged, and Quick-Witted. They can also include superhuman or supernatural traits inherent to an individual, such as Fire Mage, Telepath, and Monstrous Strength.
Boons are Traits granted by the Storyteller, often as rewards for things like good play or completing an adventure. They can include magical, divine, or special features granted by external forces; general things like reputation, fame, and wealth; and specific ones such X-Ray Vision, Vampirism, and Fist of Steel.
Paros, for example, is a character who has two Traits (the default in TSRPG), the Vocation Rogue and the Characteristic Stealthy, and his player can invoke these by describing how they could enhance the success of a Challenge that involves infiltrating an area.