Traits

Traits labeled with a ✦ come from the Kids on Brooms handbook.wow are renamed.

Inherited Traits

These skills have prerequisites that must be applicable if you want to have it.

name effect requirement
Mageborn +1 magic   at least one mage parent
Fresh Student +1 charm  
+1 flight
mundane origin, first year

Personality Traits

Players start with two of these. More can be gained later.

Alert when starting a confrontation, get a +3 bonus to the engagement roll
Cute +1 charm
Easygoing When failing a cast, get 2 instead of 1
Empathetic +2 charm   when rolling to determine someone's emotional state
Cool Headed Spend 1 to take your timelets you use 1/2 your dice value instead of rolling on a reactionprevents the "taking your time" and "getting help" mechanics
Detailed When taking your timeuse 1/2 your dice value instead of rolling consider your die as one size larger (must take half, not roll. caps at 20.)
Determined +1 grit when facing adversity
Funny Spend 2 to diffuse a tense situation with humor 1/session
Gifted when you fail a spell, spend 1 to reroll the magic die
Handy gain your wand/spellbook bonuses without having to weild it
Hardy +1 vigor
Helpful when spending to helplets you donate some essence to boost another player's roll, add +1 to the total
Honest tbd
Innocence just a liddle guy spend 2 to avoid concequences from a minor transgression 1/session
Kind tbd
Lucky spend 2 to reroll a skill dice (but not the magic die)
Intuitive Observant spend 2 to directly ask the GM about your surroundings or an NPC.
Outgoing +2 charm   when making first impressions
Positive +1 grit
Prepared Spend 2 to conveniently have one commonplace item with you
Primed up +1 tussle
guardian Protective when defending someone, always roll the magic die even if you are not casting magic
Quirky If you fail a charm castyour sum total of your rolls, bonuses, and essence. , get +3 to reduce the failure treshold (cannot be used to succeed a roll)
Resilient When boosting agaisnt a spell cast agaisnt you, each is worth double
Ressourceful Spend 2 to fenagle something you need out of what's available
Smart +1 smart
Spell Slinger If you lose a spell castyour sum total of your rolls, bonuses, and essence. , get +3 to reduce the failure treshold (cannot be used to succeed a roll)
Studious Get one more point to invest into classes at the end of a session
Swift +1 flight
Tough If you fail a confrontation castyour sum total of your rolls, bonuses, and essence. , get +3 to reduce the failure treshold (cannot be used to succeed a roll)
Unassuming Spend 2 to not be noticed (wihthin reason)
Wildcard you are a wildcard

Unlockable Traits

These traits require certain events to happend during the game.

loyal Bonded Each spent to helplets you donate some essence to boost another player's roll a character you are bonded with counts for 2
Phychic Link Kindered You have a complete two-way psychic communication with your familiar at any distance

The following traits are gained by completing classes

name effect class
Arcane Reader You can efficiently write down spells and/or recipes ANI
Cupboard Access You have access to any basic ingredient for free (during school hours) MRI
Spell Buffer If you lose a spell confrontation , get +3 to reduce the failure treshold
(cannot be used to succeed a roll)
MDP
Augmenter +1 to corresponding craft AUG
Alchemist +1 to corresponding craft ALC
Wild Speak Spirit Speak You can communicate with spirits and/or mytical creatures S&S
Transistic +1 to shapeshifting spells TFG
Foresight At the beginning of the session, roll a d20.
You can change any single roll for the result (from you or npc)
DVI

Skill Improvement Traits

Skilled at ... Gain +3 in a choosen skill.