Group Traits

Group traits may be added to a game to give all PCs (and possibly NPCs) a specific ability or rule. Games may even have more than one group trait, creating a different feel for a game. For example: A Saturday morning cartoon game could have Loony and Wacky.

Trait Name Description
Bad-Ass Spend two drive to get an extra round of action
Cinematic Can use Stunts to make things more exciting
Reliable Risk one drive to give another player an extra die, lose if the roll fails, save if succeed
Tragic Can’t use drive on toughness rolls or critical failures
Flawed Extra Disadvantage per character, players receive extra drive points for playing this up
Adventurous Extra use of drive
Dark Can’t spend drive points on Will
Horror Sanity Added
Deadly Characters taking any toughness damage go down
Gritty Toughness damage counts as a negative on all rolls and movement
Realistic Fatigue Added
Dread Hope and Morale Added
Whimsical spend one drive to get two rolls on a test, and take the higher
Mysterious Characters may spend a drive point to find a clue or hint
Wacky Time and Resources have little meaning
Super Supers rules, automatic hits on rolls and abilities
Storyteller Drive can be used by the GM or Players to influence the plot and events therein
Loony All rolls are considered critical successes and critical failures and 1s and 6s reroll indefinitely.
Archetypal Free points given to specific “class” supernatural containers.

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Group Traits

Gaia House