Table of Contents

Traits

Traits are modular abilities that define what characters can do and how they differ from one another. They represent learned skills, inherent talents, or special advantages that shape a character’s growth. In The Nexus Framework, traits are a key means of customization, and also the primary way game designers define the feel of their settings.

This section describes how traits are organized and used within the framework, and introduces the core trait library—a broad selection of traits suitable for most genres, intended as a foundation for new games built on the system.

Trait Pools

All traits belong to one of several pools, which categorize them by purpose or theme. This organization makes it easier for both designers and players to navigate available options and ensures traits interact cleanly within their intended scope.

Core pools include:

Specialist pools may be defined for particular genres or settings (for example, Magic, Psionics, or Cybernetics), but should follow the same structural conventions as the core pools.

Trait Tiers

Each trait is also assigned a tier, representing its relative power, complexity, or level of advancement. This allows designers to control access to more potent abilities and to model progression over time.

A game may limit access to certain tiers based on character level or narrative milestones, as determined by its designer.

The Core Trait Library

The following chapters present a broad collection of traits divided into the pools and tiers described above. These traits are intended as a default catalogue for general-purpose use—useful across genres from fantasy to science fiction.

Designers are encouraged to:

Use the included traits as-is for rapid game prototyping.

Modify or rename traits to better fit their own setting’s tone.

Add new pools or tiers to support genre-specific abilities.

Remove or restrict traits that do not suit their intended design goals.

The core library is meant to be a starting point, not a limit. It demonstrates how the framework organizes and balances traits, while leaving full creative control to the game designer.