You gain 1 Trait per LifePath – this is kinda free-form. If the GM has a list of Traits for each LifePath use that, you might just use the name of the LifePath, or create a stunt that fits the events of the LifePath.
If you want supremely strong, clever with machines, cowardly, or code of honour, this is when you choose and define it. The GM might have a specific list of traits that works they way they have defined, but otherwise they work like this:
Really Big Bonus One One use
Add a +1d6 benefit to any single roll. You can add this before or after the roll. It increases your score.
If using this bonus, this is that trait’s time to shine. It is when the spotlight is figuratively shined on the character- it is narratively important.
As an alternative if the group doesn’t like random rolls of d6 (which sometimes will have no effect), instead treat one die as a roll of 1. So your Trait use always increases the success quality by one step. I’m undecided, myself, over which of these two approaches to use.
Useful Bonus That Lasts Over Several Rolls
Add a +1 non-stackable to any skill rolls within a single scene that match the Trait. The Skill Score is increased. It should be used on no more than half the rolls, and probably much less, in a single scene. It might affect all rolls of one skill.
This is a bonus that is usually applied before the roll. You know if it will apply and cannot choose to add it retroactively.
Some Other Useful Effect
The Trait grants some other bonus – for example, drawing the Sword of Immunity vs Fire may mean that you are immune to fire damage when that sword is in hand.
Use this benefit to define powers that aren’t represented through bonuses. But also think of the game’s power level, nd try not to conflict with, or substitute, benefits provided by the mysterious 7th skill.
Mix and Match With Freeform Traits
A given Trait might be used in several different ways, but only once per Scene. Discuss it with the GM.
Using Luck
You have a Luck score equal to the number of Traits you possess. Whenever you use a Trait, spend 1 Luck Point. Luck recovers at the start of each new Adventure. Each Trait can be used only once per Scene, and ideally has a check box, and all checkboxes are cleared at the end of each Scene. In this way, you can use a Trait several times per adventure, but can’t use more Traits in total than your Luck score.
The High Concept Trait
Your first Trait describes your character concept. This is a much broader trait than others, and can usually be used whenever you are playing your character according to their concept. High Concept Traits still cost Luck and can only be used once per Scene, but as long as you are playing true to your character, you should get to use it at east once every adventure, and probably several times.
Trait Advances
Every time your Trait Rank increases, add 1 Luck and choose a new Trait. This Trait is probably something you have already been working towards, and can be anything the GM is willing to allow – LifePath categories do not limit your choice. If LifePaths have listed Traits, you can pick from any of them as long as you fulfil hatever requirem3ents you and the GM think are reasonable.