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.
- The description is the rule. Like a move, but written as a sentence about your character, not a bullet list.
- No signature items. Traits are inherited — in the blood, not gear. (An earlier draft gave each trait a Ƭ signature item; that's cut, 2026-10-26.)
- No stat modifiers. With stats gone, a trait differentiates you by what it lets you do, not by a number.
What traits can touch
Traits work on three levers — in rough order of strength:
- Narrative permission — "you can do X without rolling." The strongest kind; use sparingly.
- The dice — ignore a 1, reroll a die, grant advantage, or upgrade a band. This is how traits interact with push-your-luck.
- Effects — extra damage, healing, a follower, a resource.
Getting traits
- At creation: choose 2 traits from the list in
species-traits.md. - On level-up: no new traits from the shared list — but the Improved Trait and Superior Trait moves (below) let you strengthen a trait you already have, and some moves and backgrounds grant an earned trait (permanent access to one trait from a short curated list).
- Species is flavor, not a gate. No trait is locked to a species. Pick any 2; if you pick something strange for your character, explain how you came by it.
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:
- Trait swap — temporarily replace one of your traits with another from the shared list (
species-traits.md). You still hold 2; one of them is just borrowed. - Extra trait access — temporarily hold a third trait alongside your 2.
- Trait loss — lose access to one of your traits' benefit for a time. You still have the trait, but it fails you — its fiction no longer applies and it does nothing until the effect ends.
- Earned trait — some moves and backgrounds grant permanent access to a trait from a small curated list (see each move). An earned trait is yours for good — it sits alongside your 2, so you may end up holding 3 or more.
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:
- Improved Trait — pick one of your traits and work with the GM to make it more powerful. Easy for dice-traits (a trait that says "increment one die" becomes "increment two dice"); narrative traits take real creativity — that's the fun.
- Superior Trait (requires level 6+) — take a trait you have already Improved and boost it even further. This should feel like a significant leap — a capstone.
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
- [x]
Level-up traits— resolved 2026-10-28: the level-up pair Improved Trait / Superior Trait now strengthens traits (player + GM, fiction-driven). No new shared-list traits on level-up, though. - [x]
Playbook signature traits— dropped 2026-10-26. No signature traits; traits come from one shared list. - [x]
Retire the earlier general traits?— retired 2026-10-27. Superseded byspecies-traits.md; nothing carried forward. - [ ] Dice-touching traits — do we want more? Right now most traits are narrative permissions; the advantage/disadvantage lever is the texture.