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rules:personality_traits [2012/12/24 22:49] samrules:personality_traits [2015/02/04 22:40] (current) – external edit 127.0.0.1
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-====== Personality Traits ======+====== 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. //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// passion allows a character to resist fear, and stand their ground in the face of danger.+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. 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 Traits =====+===== Defining Virtues =====
  
-All traits 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.+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.
  
-Traits will normally be open to modification at character generation, allowing +1/-1 changes to any trait from 2 to 6, i.e. increasing one trait by +1 means lowering another by -1.+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). 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).
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   * **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.   * **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.
rules/personality_traits.1356389387.txt.gz · Last modified: 2015/02/04 22:40 (external edit)

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