# Traits

#### **Function and Role in the Snook economy**

In addition to their in-game utility, Traits serve as Snook’s fundamental, unpegged vehicle for storing monetary value. Fundamental because when they are aggregated, in specific combinations, in a snook-NFT, they form a compound unpegged vehicle for storing monetary value, the Special Skin. If this seems to be a bit vague, please read on. We elaborate on these terms below and especially in [Economy and Gameplay](https://whitepaper.playsnook.com/economy-overview).

#### **Appearance**

In the game Traits appear encased in semi-translucent prisms or spheres.

![](https://lh6.googleusercontent.com/Jacda3zCd4e2dN06fZb4DeWmRRxfOAD1-e-IpJszfAz18qQfZmlVeJyHkGGPA9AKyzLdfvJQU7MzmplGrFvQUJvPN9He_nRLl9X62DTGz4mKSNQPQfQcCzwxedB3oODRQIR7SdmzAL1Xqw729g)

#### **Trait assignment**

Traits can be assigned to different parts of the snook based on a secret Neo-Ophidian Neural Yotta-Byte Integrated Zeta (Ness).

#### **Trait Acquisition**

**Excuse me! You dropped something.**

A freshly minted snook comes with one random Trait. When a snook dies in the game it leaves in its wake all the orbs it consumed, and sometimes, not always\*, Traits\*\*.&#x20;

*\*There’s a probability function that determines the chance, type/s and number of Traits that will be dropped. What’s the function, you ask? It’s N(ON)=Ya\[B/SN(ess)].*&#x20;

*\*\* It is possible, that a snook will posthumously drop more than a single Trait selected at random, or even all of its Traits. That’s because the probability function is applied independently to each of the snook parts.*

**Other ways**

There are other ways of acquiring Traits. Most of these other ways are relevant to and discussed in the [Game Modes](https://whitepaper.playsnook.com/gameplay/game-modes), so be patient.
