| Character Generation - Personality Traits | [30NOV08] c_person.htm |
Characters may have Personality Traits which can give a bonus to skill-rolls when they act accordingly. Traits are highly recommended, especially for clerics (who will gain Holiness more easily by following traits favoured by their faith) but their use is optional, except for paladins (who are required to exemplify all the favoured traits of their faith). Traits should also bring benefits by helping good role-play.
Traits As Skills
Traits are expressed as percentage, in the same way as skills. Values represent the amount above normal for the Trait
- e.g. a character with "Brave
20%" is 20% braver than usual (equivalent to "Brave/Cautious 70/30"
on the bi-polar Pendragon scale suggested in standard BRP).
Initial Trait Percentages
Characters may initially have up to 5 x CHA% shared between up to 5
traits. For normal characters it is recommended to have about 2 traits
at roughly 20-30% (say CHAx3 in one, CHAx2 in the other). Paladins must have all
five of their faith's favoured traits (hence they will each be at the base
percentage, i.e. CHA%); Clerics should have several of their faith's favoured
traits, but may have others.
Additional traits may be gained later if in accordance with character behaviour,
at GM discretion.
Trait Rolls - make it EASY (x2)
When the player thinks a Trait is relevant to a skill they are about to use, and
the GM agrees, a Trait-roll may be attempted. If the Trait-roll succeeds, the
following skill-roll becomes Easy, x2. (There are no
critical/special/fumble effects or adverse effects from failure). Success earns a 'tick' for the Trait, just like a normal
skill (however, the Trait cannot be used again until the tick is removed).
"Anti-Ticks" for Traits
However, there is a down-side. The GM may award an "anti-tick"
(marked with a cross) for actions they
deem to be significantly against any Trait which a character has listed. An "anti-tick"
will cancel/be cancelled by an existing or subsequent tick for the trait.
Increasing/Decreasing Traits
Ticks for Traits give increase rolls, like normal skills. Traits are Difficulty Factor 1
(i.e. increase
by +4% or +d6+1%). However, Traits do
not require any practice-time - they are automatically checked
whenever any other skill increase rolls are attempted. Any "anti-ticks"
must also be checked at this time: if the roll is under or equal to the Trait percentage then the Trait decreases
by the normal increment.
Common Personality Traits/Passions and their Opposites (and negative
terms) plus Explanations
Traits are listed in pairs, each the opposite of
the other. A character can only have one trait of any pair (unless they are
insane):
1. BRAVE / CAUTIOUS (Foolhardy/Cowardly) : Willing to face danger for
the sake of victory, courageous / Avoids danger and fears despite possible loss.
2. TALKATIVE / TACITURN (Verbose/Brusque) : Extrovert and loquacious,
talks legs off donkeys, outgoing / Introvert and tight-lipped, solitary,
secretive, maybe shy.
3. PRECISE / DYNAMIC (Fussy/Careless) : Painstaking
and detailed planner, very neat / Proceeds quickly with little preparation, rash
but maybe sloppy.
4. CHEERFUL / EARNEST (Frivolous/Gloomy) : Happy and generally jocular,
given to pranks, playful / Serious and often grim-faced, devoted to causes,
morose.
5. MERCIFUL / RUTHLESS (Soft/Cruel) : Willing to help the weak, poor and
even enemies, nice / Unconcerned for feelings or pain of others, grouchy.
6. ENERGETIC / RELAXED (Manic/Lazy) : Works hard and diligently applies to the task at hand,
active / Slothful, avoids work or activity, saves their energy.
7. CHASTE / LUSTY (Repressed/Lustful) : Virtuous, strictly faithful in
relationships and cultural mores / Unrestrained desire and immoral activity,
perhaps depraved.
8. FORGIVING / FORCEFUL (Apologist/Vengeful) : Ignores insults, injuries
and bad comments / Seeks revenge for all slights, real or imagined, egotistical.
9. GENEROUS / CONSERVATIVE (Wastrel/Selfish) : Shares and frequently
gives gifts, kind, open-handed / Desires to keep material wealth for themselves,
mean, miserly.
10. MODEST / PROUD (Meek/Vain) : Seeks no glory or recognition for their
deeds, humble / Boastful and self-satisfied, likes to hear about themselves,
arrogant, haughty.
11. JUST / ARBITRARY (Judgmental/Illogical) : Tells right from wrong,
judging impartially / Makes decisions emotionally, using irrelevancies.
12. TRUSTING / SKEPTICAL (Gullible/Suspicious) : Friendly and willing to
believe
what others say / Unfriendly and distrustful of anyone else.
13. PIOUS / WORLDLY (Sanctimonious/Blasphemous) : Concerned by spiritual implications,
devout, zealous / Cares only for the mundane, impious, irreligious,
iconoclastic.
14. TEMPERATE / INDULGENT (Abstemious/Greedy) : Takes only minimal food and
drink / Enjoys excess food, drink and other delights.
15. OPTIMISTIC / PESSIMISTIC (Overconfident/Hopeless) : Believes outcomes
will always be good / Believes outcomes will always be bad.
16. INQUISITIVE / RESERVED (Prurient/Uncaring) : Takes interest in details,
even of others' business, curious / Ignores details about others, remains aloof,
reserved.
17. COURTEOUS / CANDID (Unctuous/Rude) : Polite, considerate and wary of
upsetting others, diplomatic / Unafraid to cause offence with words or deeds,
frank, abrasive.
18. HONEST / CUNNING (Boring/Deceitful) : Truthful even despite negative consequences,
reliable, dependable / Distorts the truth to their own advantage, unreliable,
liar.
19. AGGRESSIVE / PASSIVE
20. STUBBORN / RECEPTIVE
21. PHYSICAL / MENTAL
22. EMOTIONAL / CALM
23. LEADER / FOLLOWER
24. WITTY / DULL
25. INNOVATIVE / TRADITIONAL
26. Some Other Trait (or choose/re-roll).
27. Some Other Trait (or choose/re-roll).
28. Some Other Trait (or choose/re-roll).
29. Some Other Trait (or choose/re-roll).
30. Some Other Trait (or choose/re-roll).
Passions: LOVE / HATE of something (treated the same as traits)
31. FAMILY; 32. ART; 33. MUSIC; 34. NATURE; 35.
PRANKS/JOKES; 36. MAGIC; 37. GAMBLING/DRINKING; 38. CREATURE
(see Talents/Bogeys: Animal Types table)
39. MONSTER - D10: Chaotics / Chimerics / Dinosaurs / Dragons / Giants /
Goblinoids / Lycanthropes / Sylvanians (esp. Pixies) / Undead / Other
40. RACE - D10: Humans / Elves / Dwarves / Gnomes / Halflings / Half-Elves /
Half-Orcs / Goblins / Kobolds / Other
41. PROFESSION - D10: Fighters / Paladins / Rangers / Clerics / Monks / Thieves
/ Assassins / Bards / Magic-users / Other (see Heritage: Social Class &
Occupations tables)
42. DEITY - D10: Ammon / Druidic / Law / Chaos / Halea / Valar (Elvish or
Dwarvish) / Melkor / Hecate / Loviatar / Other
43. NATION - D10: Pandaria / Melderyn / Kaldor / Tharda / Zishi (Orbaal) / Peran
(Barbarian Land) / Kurland (Dark Empire) / Rethem (North or South) /
Other
44-46. COLLECTION - D10: Arcana / Books / Coins / Gems / Ornaments / Pressed
Flowers / Stuffed Animals / Trophies / Weapons / Other
47-49. HOBBY - D10: Animal Husbandry / Athletics / Cooking / Fishing / Folklore
/ Hunting / Gaming / Gardening / Knitting / Other
50. Some Other Passion (or choose/re-roll).
Religious Virtues for Priests & Paladins
The Virtues are specified for each religion (although some
sub-sects may vary and stress different traits). In general,
the favoured Virtues will be a blend of traits typically associated with
relevant alignment types: LAW - Just, Honest, Temperate; CHAOS - Arbitrary, Cunning, Indulgent;
GOOD: Merciful, Forgiving, Generous;
EVIL: Ruthless, Forceful, Conservative. Note that, by their martial and
religious nature, all religions which have Paladins typically expect them also
to be Brave and Pious. (E.g.: Standard LG Paladins may be Brave, Pious, Just, Merciful and one of Honest, Temperate, Forgiving,
Generous; NG Paladins may have to be Brave, Pious, Merciful, Forgiving, Generous.)