Selecting Traits
Basic Set: Campaigns · p.451
Open source p.451A racial template consists of attrib-
ute modifiers, secondary characteris-
tic modifiers, advantages, disadvan-
tages, quirks, and skills that apply to
every member of the race. A race may
also have features that do not have a
point cost but that do have in-game
effects.
Most of the mental and physical
traits in Chapters 1-3 are suitable as
racial traits. More rarely, social traits
are appropriate – for instance, an
entire race might enjoy Social Regard
or suffer from Social Stigma.
As the GM, you are free to assign
exotic (1) and supernatural (5) traits
to racial templates as needed – even if
such traits are otherwise forbidden (in
which case nonhumans are likely to
be the only ones who have such traits).
A few traits explicitly note that they
are reserved for racial templates, and
cannot occur otherwise.
In all cases, make sure that the
traits you choose are in line with the
racial concept and, more importantly,
make sense.