<span class="bbc_u">Traits in Play</span><br/>Traits are an aspect of your character that outwardly defines them. It’s almost always easily recognizable. In MG, Traits are used in various ways, and have multiple levels. All of us chose to take our Traits at Level 1.<br/><br/>At level 1, the Trait can be used once per session to add 1D to a test roll to which it applies. The player describes how the trait fits the situation, and the table decides collectively if it applies.<br/><br/>At level 2, the Trait gives a 1D bonus to all test rolls to which the trait applies. The player describes how the trait fits the situation, and the table decides collectively if it applies.<br/><br/>At level 3, the Trait can be used once per session to reroll all cowards (failures) on a test roll to which the trait applies. The player describes how the trait fits the situation, and the table decides collectively if it applies.<br/><br/>Traits can also be used to hinder your character in the GM turn in order to earn more flexibility of action in the Player turn.<br/><ul class="bbc_list"><li type="disc">Impede: earns 1 Check. Subtract 1D from the current roll. </li><li type="disc">Hurt: earns 2 Checks. In a Versus Test, you may give your opponent a 2D advantage.</li><li type="disc">Break Tie: earns 2 Checks. In a Versus Test that ties, you may break the tie in your opponent’s favor. They succeed, you fail.</li></ul>In all instances, the player needs to describe how the trait fits the situation.