Alpinist (1) - You are used to scrambling through mountains and being a daredevil. You gain +1-3 to tests in mountainous areas
Army Medic (1) - You've been in scrapes in the army or the navy that are worse than this. You can ministrate medicine on someone even without access to any medical supplies other than a wet rag and maybe some brandy. Requires the "Physician" Trait.
Artist (1-3) - Pick an art between writing (prose or poetry), music, sculpting, painting, etc. With 1 point you're a decent enough artist; with 2 you're a pretty good artist; with 3 you're a very good artist indeed.
Bachelor (2-3) - You actually paid attention in college and genuinely devoted yourself to your study. You gain +1 or +2 cards in tests involving the use of academic knowledge or trying to engage with a circle of intellectuals. Your knowledge of Latin or Greek (or both, in the 3-point version) is upgraded to fluency.
Blameless (1-3) - Whatever happens, no matter how bad things seem, you never seem to be pinned with the blame for any disasters that befall your ship. Indeed, even when a crime has been committed rarely does the finger of blame point to you. You gain +1-3 cards when trying to avoid being pinned with a crime or being laden with fault for a misdeed.
Cat Burglar (1-3) - You are well practiced in sneaking, skulking and hiding in dark places. You gain +1-3 cards when moving with stealth during a test.
Cheat Death! (2-4-6) - Once per session you may negate a Death result in combat. Should you suffer a wound which would take you from Injured to Dead or Maimed to Dead, you can ignore that wound through suitable narration. This trait can be taken up to three times.
City Knowledge (specify city) (1-3) - You are a native of London and know the streets of the capital like the back of your hand. You are a familiar face in your particular social circle and you can leverage that influence and knowledge to your advantage. Get +1-3 to any test involving knowledge or general contact with the city and its inhabitants with which you are familiar. This trait can be taken multiple times, which each one counting for a different city.
Cosmopolitan (1-3) - You have travelled far and wide, taking in the sights and sounds of the Empire. You have an understanding of the customs and politics of the world at large and are rarely caught out in a strange situation. You gain +1-3 cards in tests when you are confronting new customs or peoples.
Creative Lying (3) - You can use Fanciful instead of Deceitful to lie to people.
Dog in the Vineyard (1) - You fight for the survival of the Catholic Church through this turbulent century. You gain +1 to combat tests where the character is defending the Church, a priest or some other aspect of the Church.
Fair of Face (1-3) - You have a silent charm, a handsome face or a silver tongue. When you enter the room, all of the heads turn. You gain +1-3 cards in a test when you are interacting with people romantically or sexually attracted to you.
Winning Smile (3) - You gain +1 for first impressions, a hidden roll made by the Host.
Excellent Company (3) - You're not a total bore. When staying over for an extended period of time in a country house, you can invert one of the person's preferences to your advantage.
Lad's Lad (1-3) - You gain +1-3 cards when socialising at a Club or coffeehouse.
Thoughtful Letter-writer (1-3) - Add 1-3 cards for the purposes of figuring out if a letter of yours was misunderstood.
Interesting (3) - You can talk about a topic for up to 3 sequential turns, instead of 2, without incurring a penalty.
Excellent Dancer (1-3) - Gain 1-3 cards whenever you're using a dance as a pretext for conversation during a dancing party.
Family Connections (3) - Your family is noted for some reason or another and can leverage influence on your behaviour. You gain +2 cards when trying to impress with money or status. You gain a +1 Personal: Loved by (family member) reputation to reflect your family ties.
Fearless (1-3) - You have no fear of death, injury or horror. You gain +1-3 cards when resisting intimidation during a test.
Firebrand (1-3) - You are a political activist for any one of a number of causes - emancipation of Catholics, Irish independence, workers rights, freedom for slaves etc. Note which cause you are attached to and why. You gain +1-3 card when a test is tied to your chosen cause.
Gentlemen’s Club Membership (2-3) - You are a member of one of London’s Gentlemen’s Clubs and as such you can eat, drink and gamble with some of the most powerful men in Britain when you are home. Gain +1-2 Institutional Reputation (Your Club) and +1-2 Personal Reputation with a member of that club. Your club is likely also related to one or other mainland club. You can pick which cities right now or leave it quantum and declare it later.
God's Servant (1) - You are known as a god fearing person and a fierce advocate of your church. You gain +1 card in tests involving the clergy, scripture, prayer or preaching.
Gourmand (1-3) - You are a masterful chef, taking great pride in the meals that you serve. Gain +1-3 to your card pool on any tests that involve food and drink. You also make fantastic pie!
Grappler (1-3) - You are known for your wrestling and brawling prowess. Plenty of lads have tried their hand and carry the bruises to prove it. You gain, +1-3 card in a brawl test.
Hard as Nails (1-3) - A bullet can't stop a person with the determination and fortitude that you possess. Gain +1-3 cards when making a test when Maimed to continue on.
Heartbreaker (3) - You have someone in every port, city and town you have passed through. You gain two +1 Personality: (Lady / Gentleman) reputations to reflect your past conquests and +1 card in any conflict involving further seductions.
Iron Stomach (1) - You are a hardened drinker and it takes more than a few draughts of brandy to intoxicate you. You gain +1 to your card pool when you are making a test against drunkeness.
Known Braggart (1) - You are known for wilfully entering duels and then backing out at the last moment, regardless of the stain this causes to your character. If you choose the BEG! action in a duel before you choose FIRE! the reputation you choose is INJURED, rather than MAIMED.
Lap of Luxury (1-3) - Whatever your social class, you are simply a cut above the rest when it comes to disposable income. Note exactly why you are so stinking rich – is it family money? A wealthy wife? Vast gambling winnings or an exceptionally lucky cruise that garnered huge amounts of prize money? You gain +1-3 Wealth.
Letter from London (3) - You have the backing of various notables in London, or you give the impression that you do! You gain +2 cards when trying to influence a social superior during a test by virtue of your connections. You gain a +1 Institution Reputation to reflect these contacts.
Lupin (1-3) - You are a practiced thief - you are never short of money... but your friends are. You gain +1 card when undertaking a test involving stealing or physical deception.
Merchant's Eye (1-3) - You have been raised at the knee of a master trader and you know a thing or two about the value of the best things in the world. You can quickly appraise the value of most items that are presented to you and you gain +1-3 card when evaluating an object.
Natural Rider (1-3) - You are an excellent rider, born in the saddle. You can perform daring deeds from horseback as well as maintain the order and composure needed to be an excellent dragoon, if needed. You gain +1-3 cards when performing a riding test.
Noble Bloodline (2) - The lineage of the noble families of Europe is labyrinthine, with many families intermingling over the years - and that’s before you consider the issue of illegitimate children. You are not a noble by birth, but you are recognised as being related, loosely, to nobility. You gain +1 to two reputations of your choice as a result of the recognition of your regal birth.
Physician (2-3) - You are more than a common sawbones. You are a physician. You gain +1-2 to your card pool for tests involving First Aid and your patients gain +1-2 to their card pools for tests when healing physical wounds if you are involved in the scene as well.
Pitch Perfect (1-3) - You have a beautiful voice or can play an instrument well. You gain +1-3 card in tests involving the performance of music, singing or other entertainment.
Pocket Book (1) - You're a master at finding places to stuff books in your person. Somehow you can always have 1 book on you.
Polyglot (1) - You can speak another language per point spent on this trait. German is usually spoken by those interested in science, philosophy, or travel around Europe; Italian for those interested in opera or the arts; Hebrew is recommended for religious studies; "Oriental" languages (like Arabic and Sanskrit) are usually learned by those involved in colonial administration work or oriental studies.
Priest (2-3) - Whilst some are simply pious, you are an ordained priest of the Catholic Church and carry with it the influence and power of that position. You gain +1-2 card in tests involving religious matters and +1-2 Institutional Rep: The Catholic Church.
Protégé (1-3) - You have served in the military under a man who has gone to gain a position of influence – and he remembers you. Gain Personal: Protégé of (named officer, likely a general) +1-3.
Scarred (1-3) - You have suffered a serious facial injury, in battle or in a duel. Choose - if your scar has horribly disfigured your face, you gain +1-3 card in Intimidate challenges when your target can see your face; or if your scar has made you look rugged, you gain +1-3 card in Romance challenges when your lover can run their hand down your broken skin.
Schooled in the Finest Salons in Europe (1-3) - You are an expert sword duellist. You gain +1-3 card to your pool when using a sword or sabre in a challenge during a duel. Additionally, in a ‘to first blood’ duel, you will always win if you have the same level of injury as an opponent. In the case of two characters with this trait fighting, both cancel each other out.
Scoundrel (1-3) - You are renowned for having the gift of the gab and the ability to weave words and lies to suit your own needs. A superb liar, you gain +1-3 card when undertaking a test that requires someone to be misled.
Second Sight (5) - If you stop everything you're doing and focus, you can see invisible things. Whenever they're lurking about you, you get shivers.
Stiff Upper Lip (5) - You have an additional wound level before Injured. You may ignore the first wound you take that would make you Injured. If the first wound you take would make you Maimed, it makes you Injured instead.
Strong as an Ox (1-3) - You are a massive beast of a person, rippling with muscle and power. Some men avoid you, others seek you out to prove their manhood. You gain +1-3 cards when performing a feat of strength and in combat tests involving brawling.
Swimmer (1) - You know how to swim.
Trained Fighter (1-3) - Pick a weapon: rifle, pistol, sword, brawl, axe / polearm, or knife. You gain +1-3 cards when using it in a test.
Unwavering Hand (1-3) - You are an expert pistol duellist. You gain +1-3 card to your pool when using a pistol in a challenge during a duel. Additionally you gain +1-3 card to your test if you choose the STAND! action.