Traits

Traits are the signature abilities that make a character theirs. Each is a named, evocative power — part fiction, part rule. They replace the flavorless "pick a move off a list" feel with something you can point at and say: that's who my character is.

Traits are the whole character layer. Rhune has no stats — no VIGOR, no CLARITY, no numbers on your sheet. Traits are how a character differs from every other. Your dice are the same as everyone's; your traits are what you bring to them.

Lineage: the trait format is lifted from FIST (a modern rules-light game). We've stripped its stats entirely and re-skinned every trait for the hearth-frontier.

How to read a trait

Every trait has the same shape:

NAME: A line of fiction that states, in plain language, what the trait lets you do.
      The rule is embedded in the description — no separate mechanics block.

What traits can touch

Traits work on three levers — in rough order of strength:

  1. Narrative permission — "you can do X without rolling." The strongest kind; use sparingly.
  2. The dice — ignore a 1, reroll a die, grant advantage, or upgrade a band. This is how traits interact with push-your-luck.
  3. Effects — extra damage, healing, a follower, a resource.

Getting traits

Signature traits are dropped (2026-10-26). An earlier draft had each playbook grant a free signature trait; that idea is cut. Traits come from one shared list, and you pick 2.

Traits coexist with playbook moves. Traits are the signature flavor layer; playbook moves are the shared mechanics layer. Both stay. Traits do the differentiating; playbook moves give everyone a common toolkit and each playbook its arc.

Retired: earlier general traits

An earlier draft had a general (non-species) trait list — KEEPSMITH, BEAST-BONDED, LIGHTBEARER, QUICKSTEP, READ THE ROOM, HEARTH-KEEPER, SCROUNGER, BLOODLETTER, LOREKEEPER, STEADY HAND, MARKED BY THE CHURNERS, WOULD-BE HERO, IRON STOMACH, SURE-FOOTED — each with a Ƭ signature item.

Retired 2026-10-27 (Kaia). The canonical trait list is now species-traits.md (16 species, 2 traits each). Signature items were already cut; these general traits are superseded and removed. Nothing from this list is carried forward.


Traits as a currency — swaps, extra access & loss

Where a move or arcanum once let you swap two stats — or reduce one — it now touches traits instead. Four levers:

Swaps, loans, and losses last as long as the effect says, then revert — a fiction change, not a permanent rebuild; your original traits return at full strength. Trait loss is the house stand-in for a stat reduction: a real, felt sting that still heals clean. Earned traits are permanent — the way a character grows new capabilities over a campaign.

Improving a trait

Two level-up moves make a trait stronger — always with the GM, and always leaning into the fiction:


Earned traits — the curated lists

Some moves and backgrounds grant permanent access to one trait from a short, themed list. Pick 1 when you take the move/background; it's yours for good.

Source Pick 1 — earned trait options
Skill at Arms (Fox) DANCING BLADE · BRUSH · FEINT
Well-Read (Judge) BOOKWORM'S MEMORY · CITE YOUR SOURCES · THE LONG VIEW
Penitent (Marshal background) OLD BLOOD, OLD SCARS · THE HARD STARE · GRUDGE-BEARER
Wide Wanderer (Ranger background) WELL-TRAVELLED · THE LONG ROAD · FAR HORIZONS

Each option's full text lives with its move. The DANCING BLADE and BRUSH entries are also native to species-traits.md (BRUSH is the Vulpine trait); the rest are earned-only.


Open questions