====== Virtues (Personality Traits) ====== **Virtues** is the new term for what were Personality Traits (and prior to that, Passions). //Personality traits// are a way to mechanise a character's personality. Ultimately, this should be roleplayed, but there are situations where it is useful to check whether a character can resist their base impulses. Providing a personality trait for characters means that players who want to play a character in a particular way can get more control over how their character behaves. For this reason, personality traits are used as 'saving throws' against conditions, and they are always a measure of how well a character resists certain behaviours. Success in a trait check means that the character may behave as the player desires, failure means they behave as the GM rules. For example, the //Bravery// virtue allows a character to resist fear, and stand their ground in the face of danger. Traits aren't common in all genres and settings for **YAGS**, and their number and details may well vary between settings that they appear in. ===== Defining Virtues ===== All virtues default to a value of **4**, and are used with **Will**. A typical trait check will therefore be //Will x 4 + d20// against a target difficulty number. A target of 20 is considered to be something reasonably exceptional, which has a good chance of causing a normal person to act irrationally. Virtues will normally be open to modification at character generation, allowing +1/-1 changes to any virtue from 2 to 6, i.e. increasing one trait by +1 means lowering another by -1. Advantages/disadvantages may allow traits to be increased/decreased outside of these bounds. Normally, a +1 advantage will add +2 to a trait (maximum 8); a -1 disadvantage will drop a trait by -2 (minimum 2). ==== Typical Traits ==== Typical traits may be as follows: * **Bravery** - How brave a character is, how good they are at resisting fear and horror checks. * **Chastity** - How good a character is at resisting sexual temptation. * **Temperance** - How good a character is at staying sober and not over indulging in food and drink. * **Discipline** - How likely a character is to ignore insults or hold back on violence. * **Sanity** - How well grounded the character is in the real world. Most likely to be used in horror or fantasy settings where loss of sanity is common. === Example Levels === == Bravery == ^ Level ^ Examples ^ | 2 | Coward. Will rarely take risks. | | 3 | Will tend to hang back if danger is present. Will only take risks if really important. | | 4 | Typical person. Will try to avoid danger, though will take risks if it is important. | | 5 | | | 6 | Heroic. | ==== Animal Traits ==== Animals tend to have the following traits: * **Bravery** - As for characters. * **Cunning** - How likely to plot and plan * **Orneriness** - How likely to ignore instructions ===== Using Traits ===== Target difficulties. Generally, the idea is that a character will succeed unless it is an unusual situation or they have a low trait. Die rolls shouldn't dictate character actions except in extreme circumstances. **10** - Very easy. **15** - Easy. **20** - Moderate. A situation likely to kill the character. A party where all your friends are getting drunk and there's no reason for you not to join in. **25** - Difficult. **30** - Very difficult.