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So we've mentioned them a couple of times now, and it's time to discuss [Traits], and in connection with those, <Keywords>. <Keywords> are fairly straight forward in that they are a category or collection of [Traits] and are used where you want to define a range of [Traits] but not necessarily a specific one.
Please note that (red) links in this article are future-proofing and will not work for the forseeable future
At its most basic, a [Trait] is generally a number of tags underneath a broader <Keyword>, which acts as a whole category. However [Traits] themselves, are multi-purpose, interacting with different aspects of the game depending on where they're found. Some of them even have specific rules attached to them in a fashion similar to the Capabilities mechanic or the keywords on certain Moves from PTR.
This can serve, for example, as a prerequisite for a Perk. To give something a little more illustrative, there is a <Type> keyword, which contains a number of traits such as [Fire], which permits access to a number of Fire-Type centered Perks on the web.
The [Quadruped] designation meanwhile is used as part of the process of designing your own Pokémon species to help you identify the base movement allowances of that species. On a more general level, you'll see more direct rules-interfacing traits like [Darkvision] or [Blast X], or things like traits such as [Venomous] gives the ability to grant Poison-Typing to actions/attacks with the [Adaptable] Trait.
In PTR1e we had a bunch of different types of language that you could compare to 2e's <Keywords> and [Trait] system, however they were all over the place and hard to use; like how they were randomly hidden in range or effect fields, and overall caused way more confusion than they actually solved as they were mostly incomplete.
For 2e we're building the <Keywords> and [Trait] system from the ground up; this practically means there'll be many improvements such as:
And that's <Keywords> and [Traits]! They're fairly simple conceptually, but they can do a lot on the backend and help with automating mechanics and applying effects, and be vital for making homebrewing and developing future additions for the system simple, yet robust.
To help you put together some of our recent articles, lets take a look at none other than Pokemon #001 - Bulbasaur!
Please note: that this is a teaser; to exact questions like "oh how does this skill work" we will not yet be providing answers
Please note: that this is a draft for the Dex entry; and neither the final formatting nor the final version of stats, skills, Traits, etc.
Stats: HP 45 / ATK 49 / DEF 49 / SP.ATK 65 / SP.DEF 65 / SPD 45
Type: Grass / Poison
Movement Types:
Traits: [Pokemon] [Quadruped] [Underdog] [Reach] [Plant Grower] [Monster Egg Group] [Grass Egg Group] [Venomous]
Evolution: Ivysaur (16) -> Venusaur (32)
Starting Ability: Overgrow / Harvest
Basic Ability: Chlorophyll / Effect Spore
Advanced Ability: Solar Power / Grass Pelt
Master Ability: Drought / Grassy Surge
if a skill is not present, assume a base rating of 1.