Sure! We'll get into Traits more a little later on when you'll get to choose one or two more, but using traits is one of the cornerstones of the MG system. Think of them as physical or personality traits that easily identify your character to those around them. A trait is defined in just a few sentences that have a positive and negative tone to them, and you can and want to use traits both ways in play. Using them positively to benefit your character gives a bonus to skill rolls in tests. Using them negatively to hinder your character makes tests more difficult to pass, but in exchange you get to do more in the Player Turn, when you're in control of the story.<br/><br/>Here's how Guard's Honor is described:<br/>Those who live or were raised in Lockhaven have a special relationship with the Guard. They know its inner workings, its needs and travails. Living so closely with the Guard earns these mice a trait called Guard's Honor. They are more intimately connected to the financial and social body of the Guard and are trusted to a greater degree. Should a mouse ever betray that trust he is cast out--out of Lockhaven and perhaps even beyond the scent border.<br/><br/>Rhedyn chose Alert for Baba. Here's how Alert is described:<br/>Most residents of Elmoss earn their keep as harvesters. They scour the surrounding forest and bring its fruits back into the city for sale. While at their labors, they must remain alert for predators and bad weather. Those that keep at it for too long become paranoid and skittish.