Site hosted by Angelfire.com: Build your free website today!

Personality Traits


Morality

(broad: Morality ; narrow: Microcosm (me and mine) & Macrocosm (big picture/society)
This trait says nothing about right or wrong, or about the character's personal philosophies, instead it rates the character's sense of moral imparitive, and how abstractly they view concepts of right and wrong. This trait can be used with any other ability as a mixed ability that helps the character succeed when their morals are in question, but the higher the level, the more confusing life is to the character and the more Confusion Dice they acquire for breaking their own moral code.

Morality Ranks

Rank Description
Pre-Conventional
1 Obedience & Punishment: Obeys rules only to avoid punishment.
2 Instrumental Relativist: Does good to get rewards.
Conventional
3 Good Boy/Nice Girl: Doesn't do wrong so others don't get upset/so that others like them.
4 Law & Order: Follows traditional modes of right and wrong because they're 'traditions.'
Post-Conventional
5 Social Contract: Follows traditional behavior and laws because they benefit society.
6 Universal Ethical Principles: Believes that there are absolute rights and wrongs

When a character with Morality comes across an event that puts their morals into question, or when they try to go against their moral codes, they must roll their Morality. Success is immediatly transalted into Confusion Dice.

Cholors


This system is more for fun and flavor than anything else, and it also allows characters to bring to life medieval and ancient beliefs in human personality. It alows characters to set a base personlaity, and to attemppt to role-play through mode swings as their 'cholors' change. Based off the theories of Hippocratus and others, and widly believed in the ancient and medieval worlds the cholors were four body fluids that when out of balance cause people to exhibit certain personality traits. Each cholor was represented with a body part, an element, a number of personality traits and a body fluid.
Cholor Traits Organ Element Fluid
Melancholic (sad) lazy, gloomy, moody, anxious, rigid, sober, pessimistic, reserved, unsociable and quiet Spleen Water Black Bile
Phlegmatic (unexictable) dull, pale, cowardly, passive, careful, thoughtful, peaceful, controlled, reliable, even tempered and calm Brain Earth Phlegm
Sanguine (confidant) cheerful, generous, sociable, out-going, talkative, responsive, easy going, lively, carefree and leading Heart Fire Blood
Choleric (irritable) violent, vengeful, restless, aggressive, exciteable, changeable, impulsive, optimistic, active and extroverted Liver Air Yellow Bile

The cholors should be handled as word traits (see No Dice) even if word traits aren't otherwise being used, they each have a fixed rank and are treated as abilities, and a second rank which fluxiate from day to day by (1d6)-(1d6) ranks.

Cholor Fluxuations

Event/Situation Modifier
Winter, large bodies of water, black bile diseases +2 Melancholic
Spring, enclosed spaces, large ammounts of rock or stone, phlegm diseases +2 Phlegmatic
Summer, large amounts of flame, blood disesases +2 Sanguine
Fall, large open space, strong winds or yellow bile diseases +2 Choloric

Ethical & Moral Abilities


These subabilities rate the character in the ethics and morals of the world that the character is playing in. For example, most fantasy worlds have universal concepts of Good and Evil, with Good having a natural tendency to win but require a higher level of personal resposibility. To represent this in the game, the character might have a 'Goodness' or 'Righteousness' subability. Most of these subabilities will give Confusion Dice, like Morality above, which are given more frequently for moral characters. 'Evilness' or some other ability might also be used as a negative pool. When one character acts against another, they subtract their opponents (Good)ness from their own and apply the results as a modifier pool.

Gusto or Caution


This set of modifiers affects character creation and adds another Ability to the list. When a player creates a character he must decide on weither or not that character has Gusto or Caution as an Ability. This Ability is assigned a die type, but it is not affected by skills, instead the player decides how many Gusto or Caution dice they wish to add for the scene. These dice a rolled for every action and the scene, and teh GM decides each time if they are positive or negative die pools. The GM also assigns the Gusto/Caution modifer, depending on how well the character is roleplaying the Ability.

Super Ego and Id


Characters can use Super Ego/Id just like Gusto/Caution. Each pool has a bonus set by the GM, with a fixed die type and a number of dice decided by the player.

Personality Models

Personality models are not normal traits, as they are instead an impetus for role-playing and a guide for awarding Will dice.

Personality Models