https://www.youtube.com/watch?v=uh8XDiMb-zM<span class="mu-b">Choose three traits! This list is split into categories for readability, but you may select multiple from the same category. Votes have a weighted system similar to equipment votes; ties between options are decided by how many votes included them as the top of their lists.</span>
>GeneralFast • +2d6 on rolls for physical feats of dexterity, agility, and evasion. Naturally, you move slightly faster.
Stalker • +2d6 on rolls to hide, and on any roll performed from hiding. Naturally, enemies that can’t see you don’t notice you until you actuate your weapon features.
Thanatophobic • +2d6 when severely injured. Naturally, you lose all inhibitions after a near-death experience.
Hedonist • +1d6 while under the influence of Noita medicine, and another +1d6 if it is of the high-end variety. Naturally, you recover from withdrawals quicker and easier.
>EngagementStern • Lessen damage from failed engagements, and become harder to bring to the ground by any means. You gain Cautious engagements: Use half the dice pool, but take no damage on failure so long as you have at least one success.
Butcher • You are incredibly fast when engaging an enemy. You gain Certain engagements: Use two less dice, and gain one guaranteed success on that engagement. Once a sortie, you gain two successes instead if it would make you succeed.
Vicious • You possess an intimidating aura. You gain Maim engagements: Take -2d6 to your dice pool, but if the attack is successful, all success thresholds are lowered by 1 for three actions.
Noble • People feel safer around you. You gain Intercede engagements: Use half your dice pool to take an engagement in someone else’s place.
Wrecker • Breaking objects such as doors does not require a roll if you have a suitable weapon. You gain Rend engagements: You target a weapon the enemy is holding and deal damage to it.
Empty-headed • You are unphased by danger, and let it wash over you. You gain Counter engagements: Use half your dice pool this turn, and in the next engagement, gain two successes.
Crestfallen • Killing a creature hurts the spirit of all their allies even more. You gain Rip engagements: Use half your dice this engagement, but if the engagement kills an enemy, you make another engagement against a nearby enemy.
>PassiveGentle Soul • Stray animals are not bothered by your presence, and tamed animals and beasts have -1 DC to engagements.
Graceful • You carry yourself with elegance, and all engagements double as Fast rolls to reposition out of flanking.
Barbarian • You become very good at bullying people around, and successful engagements can deal sweeping damage to nearby enemies.
Rebel • Once per target, Brave Engagements against figures of authority are considered the highest possible roll. Against non-hostile figures of authority, your engagements are uncontested.
Stone Cold • Morality does stop you from dealing damage to targets you’d otherwise have difficulty attacking.