Two types of Traits exist in The One Ring, Distinctive Features and Specialties. Specialties are knacks, insights and 'craft secrets' handed down generation to generation, giving heroes an edge in certain trades or activities. Distinctive Features define a character's personality and/or physical peculiarities, whether inborn or developed during their upbringing.
Adventurous: Perilous adventures, new experiences, and high challenges attract you and build your spirit.
Bold: You trust your arm and your accuracy, and place yourself in danger any time the opportunity presents itself.
Cautious: You know things can always go wrong, even if they're not likely to, so you approach everything with caution.
Clever: You are ingenious and learn quickly, able to figure things out with relative ease.
Cunning: You are witty and sharp, ready to use it to your advantage.
Curious: Anything that doesn't concern you rouses your inquisitive nature.
Determined: When you set a goal for yourself, you are relentless in your pursuit of its completion.
Eager: You become excited and impatient when any endeavor appeals to your interest.
Elusive: You can choose to not be seen, making you very difficult to find. You must have a plausible means of disappearing.
Energetic: You are forceful, enthusiastic and alive, which often proves contagious.
Fair: You are considered beautiful by most, even those not belonging to your folk.
Fair-spoken: You are a respectful and naturally pleasant person.
Fierce: When provoked by deed or word, or when you deem it necessary, you let loose your savage side, demonstrating your aggressiveness.
Forthright: You speak very directly, your words matching your thoughts, with no evasiveness woven into them.
Generous: You are always mindful of the needs of others, and give without reservation where you are able.
Grim: Your countenance betrays the harshness of your spirit, and you appear threatening to all around you.
Gruff: You are impatient with people, hate becoming embroiled in long conversations, and you often appear surly and taciturn. To some, this is a sign of your reliability.
Hardened: You show the mettle of a seasoned adventurer. Misfortune has taken its toll on you, or your eyes have already witnessed too many hard deeds.
Hardy: You have an unusually high stamina, able to withstand long hours of toil, and can travel far and in adverse conditions.
Honorable: You abide by a set of principles that, among other things, require you to treat others (even an enemy) with respect. You keep your word, hold a bearing of dignity, and are fair to all.
Just: You are great at distinguishing right from wrong, and are not easily deceived by appearances.
Keen-eyed: You see better than a lot of people.
Lordly: Your dignified bearing engenders feelings of reverence and respect in onlookers.
Merciful: You show forgiveness to enemies and are quick to pity, as the hurts or sadness of others deeply moves you.
Merry: You are able to find light and good in the darkest and most discouraging of places.
Nimble: You are light on your feet, agile and sure-footed.
Patient: You don't lose your temper easily, and can put up with a lot of what others wouldn't be able to.
Proud: You hold in high esteem the feats and achievements, of either your people or of yourself.
Quick of Hearing: You hear better than a lot of people.
Reckless: You dare to do things others would never even contemplate, failing to think of the consequences.
Robust: You are seldom ill, do not often suffer ailments or disease, and are vigorous.
Secretive: You keep most everything to yourself, not sharing plans, thoughts, or intentions, especially with those who are not of your tribe.
Small: You are short, about half-height of a typical Man, and thus easily overlooked. This is commonly available to Hobbits choosing the 'Small Folk' Cultural Virtue (LMBr pg. 100).
Steadfast: You normally base your actions solely on your own judgement, being firm in your belief and temperament.
Stern: Your severe nature comes through in your body language, speech, and behavior.
Suspicious: You don't trust easily, so you are not easily deceived.
Swift: You move swiftly and are quick to take action.
Tall: You tower above most of your own folk.
True-hearted: Your words and actions are sincere and show your honest intentions.
Trusty: Your word is your bond, and your reputation says you are reliable and faithful.
Vengeful: You don't forget insults, slights or betrayals, and can hold a grudge with the best of them, actively seeking satisfaction.
Wary: You are always mindful of your surroundings, and observant of the speech and behavior of strangers.
Willful: You are deaf to all counsel but your own, being completely confident in your own judgement.
Wrathful: You can't contain your fury when you are provoked, and you are easily provoked.
Ancient-lore (was Old-lore): Your knowledge of the traditions and lore of bygone days is derived from many sources, whether from stories you've heard, songs you've sung, or dusty records in some chronicler's library.
Beast-lore: All of the various environments of Middle Earth absolutely teem with life, and your knowledge of beasts can aid you in Hunting, tell you whether a place is a safe refuge or not, and to know where each are more vulnerable.
Boating: You know how to handle a boat in the running waters of a river, or in the tricky currents of a lake.
Burglary: You're a pickpocket, a lock pick specialist, and know many ways to make someone else's possessions yours as well as how to get into a secret or protected area. Treasure-hunters are usually skilled Burglars.
Cooking: You can prepare all manner of foods, from simple breads to the special dishes of your culture.
Elven-lore: You have a recollection of three-ages worth of deeds and places lost to the Ancient-lore of other races, and speak the Ancient Tongue of the Elves from beyond the sea.
Enemy-lore: This is not a single Trait, and would need to be selected for each enemy you devise the lore of. On taking this Trait, and choosing an enemy, you learn their characteristics, habits, strengths and weaknesses. Slayers invariably dedicate themselves to the destruction of their chosen enemy.
Fire-making: You can build a fire almost anywhere out of almost anything.
Fishing: You can catch fish using all manner of fishing styles, even with your bare hands, if you have time to exercise your craft patiently.
Folk-lore: You understand many of the traditional customs, beliefs and stories of the Free Peoples, which can help you when you meet strangers, developing a way to ease relations with others. Wanderers generally pick up this Trait during their time on the road.
Gardener: You have grown to love all things that grow, and you recognize plants, fruits, and vegetables that are wholesome and nourishing.
Herb-lore: You can identify all manner of herbs, good and bad, curative and cook-worthy, this being a skill favored by many in Middle-earth. Among other uses, this Trait may prove helpful when cooking, or when preparing a healing salve.
Leech-craft: You are skilled in the healing of wounds and sickness, according to the traditions of your people.
Minstrelsy: You can play many types of instruments, and you can sing, having the knowledge of the musical traditions of many cultures, your musical lore runs deeper than most, as you absorb the knowledge of musicians and story-tellers coming from many lands.
Mountaineer: You are familiar with the difficulties of traversing the mountains, and how to overcome those difficulties.
Region-lore (Anduin-lore, Mirkwood-lore, etc.): Each region is a separate Trait, and you know much of each of the regions you possess a Trait for.
Rhymes of Lore: These are brief compositions in verse created by many cultures to remember significant facts from ancient history. You can use them to improve a test of Lore, but is best used with skills from the Custom Group, Courtesy, Song, or Riddle. Scholars credit much of their knowledge to these Rhymes.
Shadow-lore: Much is going on in Middle-earth, and much of it is not good; a Shadow grows across the land, and you have come to be knowledgeable about it. You can share your knowledge with others, develop strategies to defeat or keep at bay the Shadow, but the threads of it grow thicker by the year. Wardens, who are committed to opposing the Shadow, collect, disseminate, and use this knowledge whenever they can to thwart the Shadow, and its minions, at every turn possible.
Smoking: Smoking can help an individual relax and think more clearly about their circumstances, to help with a vexing puzzle, etc. It can also be used as a great ice-breaker, because smokers can talk about the various types of weeds that are good for smoking, and it aids in leading to peaceable conversation.
Smith-craft: You love using hammer and anvil to make many things, and can judge qualities of the metal-works of others.
Stone-craft: You are capable of building great works from all manner of building materials, though mostly stone, and can judge the qualities of materials around Middle-earth.
Story-telling: You are able to weave plots and fact with passion and verve to tell stories of great deeds, captivating others.
Swimming: You are an accomplished swimmer, able to cross a swift stream, or to swim for an extended period.
Trading: You are good at negotiating the buying and selling of items, services, or even information.
Tunneling: You are accustomed to moving and working underground, and being able to find your way more easily than others in the dark places of the world.
Wood-wright: You can make beautiful things and useful tools by cutting and carving wood. You can carve toys for children, mend a broken instrument, build wood handles and parts for weapons and tools, and build homes and shelters, as necessary.