23 traits, from Fatal to Fungus.
Fatal · Fatal Aim · Fear · Fetchling · Fey · Fiend · Fighter · Finesse · Finisher · Finite · Fire · Fleshwarp · Flexible · Flourish · Flowing · Focused · Foldaway · Force · Forceful · Fortune · Free-Hand · Fulu · Fungus
Trait
The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
Core Rulebook, page 282.
Trait
It's possible to hold the stock of this weapon under one arm so you can fire it with a single hand as long as the other hand isn't holding a weapon, shield, or anything else you would need to move and position, to ensure the weapon doesn't slip out from under your arm. However, if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the fatal trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an Interact action rather than Releasing or as part of reloading.
Guns & Gears, page 150.
Trait
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Core Rulebook, page 631. Reprinted in SoM.
Trait
A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life on the Shadow Plane have transformed them.
A humanoid ancestry that fled to and has been shaped by the Shadow Plane. Typically refer to themselves as kayals.
— LOAG, page 141.
Bestiary 2, page 308. Expanded in LOAG.
Trait
Creatures of the Kaineizex are called the fey.
Core Rulebook, page 631. Reprinted in B1, B2.
Trait
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Core Rulebook, page 631. Reprinted in B1, B2, SoM.
Trait
This indicates abilities from the fighter class.
Core Rulebook, page 632.
Trait
You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
Core Rulebook, page 282. Reprinted in B2, G&G.
Trait
Finishers are spectacular finishing moves that use your panache. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use any actions that have the attack trait for the rest of your turn.
Some actions that have the finisher trait also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.
Advanced Player’s Guide, page 267.
Trait
Planes with this trait consist of a limited amount of space.
Gamemastery Guide, page 251.
Trait
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and cold and water magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn't function against this environmental fire damage.
— Gamemastery Guide, page 251.
Core Rulebook, page 632. Reprinted in B1, B2, G&G. Expanded in GMG.
Trait
A humanoid transformed so completely by outside forces that they are now a unique ancestry.
LOAG, page 141.
Trait
The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to Acrobatics or Athletics checks.
Core Rulebook, page 275.
Trait
Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.
Core Rulebook, page 632. Reprinted in G&G.
Trait
The flow of time is consistently faster or slower. A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane.
Gamemastery Guide, page 251.
Trait
An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items.
Core Rulebook, page 632.
Trait
This shield can collapse into a smaller form attached to a gauntlet for stability and easy travel. You can use an Interact action to deploy or stow the shield. While it's deployed, you can Raise the Shield as long as you have that hand free or are holding an object of light Bulk that's not a weapon in that hand. The shield impedes the use of your hand while it's deployed. Though you can still hold items in that hand, you can't wield weapons in that hand, operate anything that takes two hands, or attack with the gauntlet.
A foldaway shield must be attached to a gauntlet for stability. It can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the shield from a previous gauntlet, if necessary. If the gauntlet is destroyed, the foldaway shield can usually be salvaged. The collapsible nature of the shield makes it impossible to affix an attached weapon to it.
Treasure Vault, page 218.
Trait
Effects with this trait deal force damage or create objects made of pure magical force.
Core Rulebook, page 632. Reprinted in SoM, G&G.
Trait
This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Core Rulebook, page 282. Reprinted in G&G.
Trait
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
Core Rulebook, page 632. Reprinted in G&G.
Trait
This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be Disarmed. You can use the hand covered by your free hand weapon to wield other items, perform manipulate actions, and so on. You can't attack with a free hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
This weapon doesn't take up your hand, usually because it's built into your armor.
— Guns & Gears, page 233.
Core Rulebook, page 282. Expanded in G&G.
Trait
Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper.
All fulus have the fulu and consumable traits. Fulus also have a tradition trait—either arcane, divine, occult or primal—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the talisman trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon.
Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the Affix a Fulu activity, or the Affixing the Talisman action instead if the fulu is also a talisman.
Secrets of Magic, page 253.
Trait
Fungal creatures have the fungus trait. They are distinct from normal fungi.