Relics of the Moon
A team-first science-fantasy roleplaying game of outlandish action-adventure
featuring the Dream Team Game SystemTM
(pre-release playtest v0.6.1)

Traits

Core Mechanics

Traits are at the core of characters and the world around them in DTGS. Traits are narrative elements that also have mechanical effects. Traits may be positive, negative, or a combination of both, and they may apply in a variety of situations. Traits can represent literally anything and everything a character is, has experienced, or is capable of doing. Traits may describe the environment, features of a Challenge, and much more. Traits may be temporary or permanent, and may change form over time.

Most traits are associated with one or more modifiers, or are a grouping of other traits with modifiers. Because traits are so flexible, it is (intentionally) impossible to list all the traits that may exist in a DTGS game. The general rule of thumb is if something in the narrative could add an element of indeterminacy to how the narrative unfolds based on player action, then it should be handled with a trait. Conversely, if something is simply flavor and has no possibility of affecting the outcome of the actions of the players, no trait is needed.

That said, this still allows elements of the narrative to become traits if player action includes them. For example, if the GM had described a rocky outcropping in the area the GM might not immediately give it a trait. However, if a Cohort decides to take cover behind that large rock outcropping while taking fire, that outcropping may or may not become “Rocky Outcropping -1 /2d” and provide a Hindering(-) Simple modifier for the Cohort on the Challenge turn (a defensive move to reduce the Stress received from a Challenge).