Traits are grouped by what they respond to. The kind determines the category of input — not the specific value, which is set per trait — and therefore what kinds of player choices will satisfy or frustrate this character.
MAT
Material
Substance Preference
Reacts to the material domain of carried, equipped, or nearby items. A character with a material trait favouring metal is more comfortable when armed and armoured in steel than when clad in cloth and leather.
SML
Smell
Scent Sensitivity
Reacts to active smells on carried, equipped, or nearby objects. A character who finds the smell of herbs pleasant gains comfort when their pack contains freshly gathered plant materials; one who finds blood offensive loses comfort after a messy fight.
WLD
World
Environmental Mood
Reacts to the broader environment the character currently occupies — the dungeon region, the above-ground area, or the general character of the space. Some characters feel at home underground; others are unsettled by it.
BHV
Behavior
Social Disposition
Reacts to the current social or combat situation — whether the character is alone, in company, in active conflict, or at rest. A character who prefers solitude may lose comfort when surrounded by party members; one who fears isolation may lose it when travelling alone.
ITM
Item Type
Object Affinity
Reacts to the category of items carried, equipped, or nearby — weapons, armour, jewellery, books, and so on. A character who is uncomfortable carrying weapons still carries them when necessary, but the comfort cost is real and ongoing.
ACT
Action
Practiced Habit
Reacts to specific actions the character has recently performed — running, sneaking, attacking, casting, crafting. The comfort effect persists for a short window of turns after the action occurs, then fades. A character who dislikes violence will feel that discomfort for several turns after every attack made.
FOD
Food
Culinary Preference
Reacts to specific foods consumed. A character who loves mushroom stew gains comfort for several turns after eating it; one who dislikes salted meat loses it. The effect is temporary and fades with the turns, making food traits a renewable source of positive or negative comfort depending on what is available.
CON
Consume
Consumption Habit
Reacts to specific consumed items beyond food — potions, alchemical preparations, tinctures. A character with a trait favouring medicinal consumption gains comfort each time they take a healing draught; one with an aversion to alchemical substances loses it.