Gifts and Faults come in Minor and Major levels based on frequency of use.
Each character has from 1 to 4 Minor Faults and a matching amount of Gifts. Two Minor Gifts/Faults can be combined to make one Major Gift/Fault.
e.g. a character takes 4 Minor Faults which allows them to take 1 Major Gift and 2 Minor Gifts
A character with lucky receives a green luck die at the start of each session and rolls this die as part of all their dice rolls.
If the luck die comes up then the player has the option to "get lucky".
If the player chooses to get lucky then they may change all dice in the roll to or change all dice in the roll to .
Once a character has gotten lucky in a session the luck die is returned to the GM.
A Trait Bonus should be written out flavourfully - e.g."Can drive anything"
A Trait Bonus gives an Advantage on dice rolls with the Trait.
If the Bonus is on all uses of the Trait then it is a Major Gift. If the Bonus is on a restricted set of uses of the Trait then it is a Minor Gift.
A Trait Penalty should be written out flavourfully - e.g."Can't drive trucks"
A Trait Penalty gives a Disadvantage on dice rolls with the Trait.
If the Penalty is on all uses of the Trait then it is a Major Fault. If the Penalty is on a restricted set of uses of the Trait then it is a Minor Fault.