04 Traits

Traits are permanent markers on a character's mind and soul. Some are prerequisites for specialised Shaping Skills, while others provide unique benefits or drawbacks that carry throughout their career.


Positive Traits (Merits)

Merit Points Description
Mana Sensitivity 1 +1 die to Divination or Abjuration when detecting magic.
Natural Shaper 2 Choose one School; -1 success required for Base Effects (min 1).
Eidetic Memory 2 +2 dice to Memory checks to resist Sanity Erosion.
Inner Peace 2 Start each adventure with +2 bonus Sanity or Soul Integrity.
Social Chameleon 1 No -1 penalty from "Detachment" (Sanity 7).
Efficiency Matrix 2 Spend 1 less HP for Mana Burn (minimum 0).
Fast Caster 2 Ignore the +2 success penalty for Snap casting once per combat.
Soul Anchor 3 Once per loop, ignore 1 point of Soul Damage.
Academic Prodigy 1 +2 dice to Calculation rolls for theoretical tasks.
Versatile Mind 3 Once per adventure, swap one dot between two Shaping Skills for a day.
Mana Battery 3 +10 to maximum Mana Capacity.
Iron Will 3 +2 to passive Mind Defense.
Danger Sense 3 Cannot be surprised in combat; act in the first round of an ambush.
Wealthy Patron 2 Substantial cash stipend at the start of every month/loop.
Beast Speaker 1 +2 dice to Survival or Charm when dealing with mundane animals.
Soul Sight 4 Prerequisite for Soul Magic/Spirit Calling. Can see ghosts and the souls of the living.
Empath 2 Prerequisite for Mind Magic. Sensitive to psychic noise (-1 to Calculation in high-trauma areas).
Forbidden Knowledge 3 Prerequisite for Necromancy/Soul Carving. Costs 1 permanent Sanity. Use risks "True Death" deletion by authorities.

Negative Traits (Flaws)

Flaw Points Description
Soul Bleed -3 When you take Soul Damage, take +1 extra point.
Fragile Mind -2 -2 dice to resist Sanity Erosion.
Mana Blind -1 Cannot detect magic without a Divination spell.
Social Outcast -1 Permanent -1 penalty to social rolls (stacks with Sanity).
Academic Struggle -1 -2 dice to Calculation for theoretical/academic tests.
Magical Static -1 Your magic is noisy; +1 success required for Silent casting.
Arcane Echoes -2 Distracted by magical debris from previous castings; occasional -1 penalty.
Weak Will -2 -2 to passive Mind Defense.
Physical Frailty -2 Start with 5 Physical Health boxes instead of 7 (skipping Bruised/Hurt).
Nightmares -1 Start the first day of an adventure with -1 to all mental pools.
Soul Tether -2 If another Student dies, you take 1 point of Sanity Erosion.
Mana Wasting -3 All spells cost +1 Mana to cast (cancels out the discount from Mastered Spells).
Open Book -2 -2 to Mind Defense against telepathic reading or emotional sensing.
Bad Mana Channels -2 Maximum Ongoing Spell Limit (Calculation) is permanently reduced by 1.
Notorious Family -1 -1 to Charm and Society rolls when dealing with law-abiding citizens/Academy staff.
Magical Signature Anomaly -1 Your personal mana signature is highly distinct and lingers for days; Warders/Diviners gain +2 dice to track you.
Severe Phobia -1 / -2 -2 dice to all actions when confronted with a specific phobia (-1 for uncommon, -2 for common fears).