Traits: M

32 traits, from Maefalei to Mutant.

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Maefalei · Magical · Magus · Manipulate · Mechanical · Medium · Mental · Merfolk · Metal · Metamagic · Metamorphic · Metropolis · Microgravity · Militaristic · Mindless · Mindshift · Minion · Misfortune · Missive · Modification · Modular · Modular · Monitor · Monk · Morlock · Morph · Mounted · Move · Multiclass · Mummy · Mutagen · Mutant

Maefalei

Trait

The Moribaetond are a collection of knightly orders focused on maintaining order and upholding the law.

LOCG, page 133.

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Magical

Trait

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic.

Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.


Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic.

— Guns & Gears, page 234.

Core Rulebook, page 633. Reprinted in B1, B2. Expanded in G&G.

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Magus

Trait

This indicates abilities from the magus class.

Secrets of Magic, page 253.

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Manipulate

Trait

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Core Rulebook, page 633. Reprinted in G&G.

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Mechanical

Trait

A hazard with this trait is a constructed physical object.

Core Rulebook, page 634. Reprinted in G&G.

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Medium

Trait

A Medium creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet.

Bestiary, page 345.

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Mental

Trait

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Core Rulebook, page 634. Reprinted in SoM, G&G.

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Merfolk

Trait

These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.

Bestiary, page 347.

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Metal

Trait

Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.

Rage of Elements, page 237.

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Metamagic

Trait

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Core Rulebook, page 634.

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Metamorphic

Trait

On planes with this trait, the plane's physical nature can be changed by things other than physical force or magic.

Gamemastery Guide, page 253.

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Metropolis

Trait

Settlements with this trait are the largest of cities, often with a level of 8 or higher.

Gamemastery Guide, page 253.

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Microgravity

Trait

There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane.

Gamemastery Guide, page 253.

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Militaristic

Trait

Militaristic entities have a command structure and an emphasis on armed combat in organized groups; militaristic organizations are often armies or law enforcement agencies.

LOCG, page 133.

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Mindless

Trait

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are –5. They are immune to all mental effects.

Core Rulebook, page 634. Reprinted in B1, B2, SoM.

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Mindshift

Trait

An action with this trait can always be altered to use the raw power of your mind. When you take this action, you can choose to replace any damage it deals with mental damage, give it the mental trait, and replace any save it requires with a Will save. The action loses any traits matching damage types it no longer deals.

Dark Archive, page 13.

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Minion

Trait

Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures.

Core Rulebook, page 634. Reprinted in SoM.

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Misfortune

Trait

A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. 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 634.

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Missive

Trait

A missive is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the missive and consumable traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic.

Treasure Vault, page 220.

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Modification

Trait

A feat with this trait alters the construction of your innovation. If you have the reconfigure class feature, you can retrain such a feat more easily.

Guns & Gears, page 234.

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Modular

Trait

The weapon has multiple configurations that you can switch between using an Interact action. This typically changes the type of damage the weapon deals (listed in the trait, such as "modular B, P, or S"). However, it can also change the weapon's traits. For example, a switchscythe's "modular (P and grapple, or S and sweep)" means that the switchscythe can either deal piercing damage and gain the grapple trait, or it can deal slashing damage and gain the sweep trait.

LOGM, page 120. Reprinted in LOAG, G&G. Expanded in LOTGB.

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Modular

Trait

The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “modular B, P, or S”), though it’s possible for a modular weapon’s description to list more complicated configurations.

Player Core 2, page 274.

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Monitor

Trait

Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.

Core Rulebook, page 634. Reprinted in B1, B2, SoM.

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Monk

Trait

This indicates abilities from the monk class.


Abilities with this trait are from the monk class. Weapons with this trait are primarily used by monks. CR.

— Guns & Gears, page 234.

Core Rulebook, page 634. Expanded in G&G.

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Morlock

Trait

Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans.

Bestiary 2, page 308.

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Morph

Trait

Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described in that trait).

Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.

Core Rulebook, page 634.

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Mounted

Trait

Mounted siege weapons take up a certain size and space, and typically have statistics to allow them to be attacked. They're used for large-scale warfare. 72.

Guns & Gears, page 234.

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Move

Trait

An action with this trait involves moving from one space to another.

Core Rulebook, page 634.

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Multiclass

Trait

Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name.

Core Rulebook, page 635.

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Mummy

Trait

A mummy is an undead creature created from a preserved corpse.

Bestiary, page 347. Reprinted in B2.

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Mutagen

Trait

An elixir with the mutagen trait temporarily transmogrifies the subject's body and alters its mind. A mutagen always conveys one or more beneficial effects paired with one or more detrimental effects. Mutagens are polymorph effects, meaning you can benefit from only one at a time.

Core Rulebook, page 634.

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Mutant

Trait

The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.

Bestiary, page 347. Reprinted in B2.

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