In Myths and Legends, higher power beings are those that take the focus from those beneath them offering it up to them in exchange for information, boons, general protection, and other assorted reasons to offer servitude to them. For every essence there is a higher power being that claims dominion over it, sometimes more than one which may do so depending on the culture. As a result, there are a multitude of different higher powers to devote focus to, and different things gained as a result per one. More will be dealt with on higher power beings and their benefits later after the traits are done being covered, but suffice to say, Acolytes are some individuals who devote most of their time to doing the bidding of their higher power being.
Religious Devotion:
How strong a character believes in their religion or spirituality.
Agnostic characters do not believe in a particular higher
power, but believe in the possibility of one or more existing, generally
not having a personal connection to one before. They get -1 to Favor with any higher power being that they choose to serve, making them need to work harder to please them at the start.
Atheist characters do not believe in higher powers existing or having any powers. They are unable to utilize soul power as a result until they believe in one.
Casually Religious characters believe in at least one higher power being according to their cultural norms, but are casual about the specifics of their belief, being able to use soul power but not having any bonus to it.
Incarnist characters believe in reincarnation and the recycling of souls, having the potential to draw upon knowledge of their lineage for special abilities, but have no bonus to Favor.
Orthodox characters believe in at least one higher power being according to their cultural norms and are able to utilize soul power with a +1 to Favor as a result.
Spiritualist characters believe in spirits and extra-dimensional beings that may or may not be higher power beings, but believe in them as messengers and potential allies, not as beings that deserve their focus unless proven to be useful. As a result, they are great Gates and Channelers, getting +1 to SP, but no bonus to Favor.
Religious Tolerance:
How willing a character is to accept the differences between their beliefs and that of others.
Accepting characters learn from the beliefs of others to learn more about the universe around them and higher beings in general, gaining +1 SP, and some higher powers prefer this, while others do not.
Intolerant characters are unwilling to learn from the beliefs of others or to learn more about the universe around them except where it fits what they believe already, getting -1 SP. Some higher powers prefer this, while others do not.
Tolerant characters are willing to live and let live, not learning more about the universe as a whole more than normal, but generally aren't going against the wishes of their higher power being by neither being accepting nor intolerant.
Religious Demeanor: Expressiveness
A character's demeanor deals with how they act in regard to their beliefs. Their expressiveness deals with how much they act on their beliefs.
Inexpressive characters rarely act specifically based on their beliefs, and get no bonus to Favor.
Casually Expressive characters sometimes act specifically based on their beliefs and get +1 Favor.
Zealous Expressive characters frequently act specifically based on their beliefs and get +2 Favor.
Religious Demeanor: Exemplification:
Characters exemplify their beliefs and try to convert others, or they do not put effort into it.
Stagnant Example characters rarely almost never try to convert others to their beliefs, and don't try to be an example of their beliefs. They get -1 Favor.
Casual Example characters sometimes try to convert others to their beliefs, and sometimes try to be an example of their beliefs. They get no bonus to Favor.
Dedicated Example characters often try to convert others to their beliefs, and usually try to be an example of their beliefs. They get +1 Favor.
Religious Demeanor: Respect
How much a character is respectful of their own belief in a higher power being or force, and how respectful they are of other beliefs.
Irreverent characters are not fearful of their higher power beings or their religion in general, nor any religion. They get -1 Favor.
Fearfully Religious characters are fearful of their higher power beings in regard to their religious beliefs, and of others but not as much. They get no bonus to Favor.
Judgmentally Religious characters are not afraid of their own higher power beings, having respect for them, but are very judgmental about other religious beliefs and those deviating from what they understand of their own beliefs. They usually either try to convert others or think they are beyond help depending on their beliefs. They get +1 Favor if their higher power beings desires this, no bonus if they do not.
Humbly Religious characters are respectful of higher power beings and neutral about other beliefs, though may still try to convert others. They get +1 to Favor unless their higher power beings want them judgmental.
Ecstatically Religious characters are eager to please their higher power beings, respectful of other ones and may aid them as well if not against their beliefs, and eagerly try to convert others to their beliefs without being judgmental. They get +2 to Favor on their higher power beings want this, +1 Favor to all others, and no bonus to their own higher power beings if they want them judgmental.
A design document blog for the development of a roleplaying game system being created by M.R.Maloney named The FARAD System.
Sunday, June 30, 2013
System Mechanics: Humor and Sexuality Traits:
Some traits give bonuses that apply to all situations. Others have very specific situations they apply to, and others are merely for roleplay reasons. Some of those last type will be covered today, starting with Sense of Humor:
Sense of Humor
A character can have multiple types of humor they find amusing, the their primary one is the one that would be listed in traits.
Crude Humor characters love humor based on things considered inappropriate by most others, often based on bodily functions, profanity or the like. This has no general bonus, but may cause some other individuals to dislike being around them. This has no general bonus, being merely for roleplay reasons.
Cruel Humor characters love seeing others in pain, finding it amusing. Very few other characters like being around them, especially if they end up the butt of the jokes many times. This has no general bonus, being merely for roleplay reasons.
Cynical Humor characters love poking at any positive motivation statements and optimistic sayings and twisting them by adding on additional negative outcomes from the saying, eroding their value while making an amusing alteration. Some other individuals find this annoying due to thinking the character is a pessimist regardless of their actual outlook, while others laugh it up with them. This has no general bonus, being merely for roleplay reasons.
Dark Humor is different than cynical humor or cruel humor in that it finds amusement in typically taboo things that are seen as disturbing, but not cruel or sarcastic about them. Few balance at this instead of one of those other types, and few others really seem to get their sense of humor right off the bat. This has no general bonus, being merely for roleplay reasons.
Deadpan Humor characters love sarcasm as well as cynical humor characters, but specifically like humorous twists without a change in body language or visible emotion. This may confuse other individuals, while others will smirk or outright laugh, especially if it is either unintentional or they get the joke and others do not. This has no general bonus, being merely for roleplay reasons.
Gleeful Humor characters love things that make them feel warm, humor that makes them feel good about themselves and the world in general. Sometimes others see them as too peppy, but none can deny their energy is hard to resist. This has no general bonus, being merely for roleplay reasons.
Humorless characters have very few times they are amused, and when they are it is so inconsistent as to make it hard to classify them as being another type. This has no general bonus, being merely for roleplay reasons.
Jokey Humor characters love puns, wordplay, wit and other forms of humor that is mostly verbal. Many individuals like this form of humor, especially at a young age, but more in moderation than constantly. This has no general bonus, being merely for roleplay reasons.
Prank Humor characters love tricking someone with a good prank or seeing a good prank executed that typically embarrassing the individual being the butt of the jokes. This has no general bonus, being merely for roleplay reasons.
Slapstick Humor characters love physical humor where the butt of the joke may get hit or injured, but never too terribly, more mock pain than anything serious, being less severe than cruel humor, and having more a sense of timing than the pain as the chief aspect of importance. This has no general bonus, being merely for roleplay reasons.
Surreal Humor characters love the absurdity of situations and schism between the bizarre and the expected. This greatly amuses individuals with this sense of humor, with many individuals not understanding their humor. This has no general bonus, being merely for roleplay reasons.
Sexuality: Attraction
A character's sexuality can sometimes affect their relations with specific other individuals, such as those that they are attracted to, especially if the other individual is likewise attracted to them. There also may be issues if they are seen as outside the cultural norm of their area. They have no general bonus, being merely for roleplay reasons.
Asexual characters do not seem to be attracted to other individuals sexually.
Bisexual characters are attracted to individuals of male and female genders.
Heterosexual characters are attracted to individuals of the opposite gender.
Homosexual characters are attracted to individuals of the same genders.
Pansexual characters are attracted to individuals of all genders.
Polysexual characters are attracted to individuals of more than two genders but not all genders.
Sexuality: Gender
Most characters of most species and races are born either male or female as those are the most common biologically normal genders, though some individuals may be born with different genetics or altered later in life intentionally by their choice, by others, or by accident. Usually if it is unusual for a species or race they will stand out if they have not concealed their gender. They have no general bonus, being merely for roleplay reasons.
Female characters regardless of species are those that have ovulation, producing eggs for genetic matter.
Hermaphrodite characters are genetically capable of male and female biological functions.
Intersex characters may have genetic traits of male and females, but are incapable of one or both functions.
Male characters regardless of species are those that have spermatozoa, fertilizing eggs in females.
Non-Gendered characters for some reason do not have reproductive organs for any gender.
Transgender characters have had their appearance altered to be different from their original biological role.
Transexual characters make themselves appear to be different from their original biological role, but have had no physical changes to their gender.
Sexuality: Libido
A character's libido specifically deals with how intense their drive to have intercourse is, be it for romance, breeding, or pleasure in general. Typically this is their standard libido that is chosen for their trait, but certain abilities or items might alter it temporarily. They have no general bonus, being merely for roleplay reasons.
Stagnant characters have almost no libido, not particularly having much drive for sexual relations unless initiated by another.
Healthy characters have a moderate sex drive, sometimes initiating relations, but sometimes having others initiate it.
Excessive characters have a very high sex drive, thinking about sex and initiating it regularly of their own accord.
Sexuality: Demeanor
The demeanor of an individual's sexuality specifically deals with how they act when they are interested in another individual for the purpose of expressing their sexuality with them, trying to charm them into joining them, or even sometimes just to tease them. It deals with their expressiveness, style and openess to new things. They have no general bonus, being merely for roleplay reasons.
Brazen characters are direct and to the point about expressing their desires.
Flirty characters are teasingly expressive, testing the waters.
Modest characters are slow to express interest.
Crude characters fumble up their romantic attempts.
Seductive characters tease and ease into romance at their own pace, keeping others they are interested on their time-table.
Romantic characters do whatever they can to ease into romance at a pace comfortable to the others they are interested in and on those individuals' respective time-tables.
Closed characters are resistant to trying new things sexually.
Moderate characters are willing to try new things sexually, but aren't usually actively seeking them out.
Adventurous characters seek out new sexual experiences without much prodding from others.
Monogamous characters try to remain with only one sexual partner until they seperate.
Polyamorous characters will have multiple partners, but low in number and generally honest with their partners about having multiple ones.
Promiscuous characters have multiple partners if they even have one, and have sexual relations with many individuals easily, rarely being honest about how many they actually have due to social taboos.
Sexual Tastes:
Sexual tastes deals with things that arouse a character and may cause them to be more attached to another character giving them an experience with that paraphilia, or kink. There are so many different ones it is impossible to list them all, but a good listing is found here (link). Some individuals might be aroused to find out another individual shares the same kink, or they might be uncaring either way, or they might be judgmental, especially if it is against cultural norms or taboo. They have no general bonus, being merely for roleplay reasons.
Sense of Humor
A character can have multiple types of humor they find amusing, the their primary one is the one that would be listed in traits.
Crude Humor characters love humor based on things considered inappropriate by most others, often based on bodily functions, profanity or the like. This has no general bonus, but may cause some other individuals to dislike being around them. This has no general bonus, being merely for roleplay reasons.
Cruel Humor characters love seeing others in pain, finding it amusing. Very few other characters like being around them, especially if they end up the butt of the jokes many times. This has no general bonus, being merely for roleplay reasons.
Cynical Humor characters love poking at any positive motivation statements and optimistic sayings and twisting them by adding on additional negative outcomes from the saying, eroding their value while making an amusing alteration. Some other individuals find this annoying due to thinking the character is a pessimist regardless of their actual outlook, while others laugh it up with them. This has no general bonus, being merely for roleplay reasons.
Dark Humor is different than cynical humor or cruel humor in that it finds amusement in typically taboo things that are seen as disturbing, but not cruel or sarcastic about them. Few balance at this instead of one of those other types, and few others really seem to get their sense of humor right off the bat. This has no general bonus, being merely for roleplay reasons.
Deadpan Humor characters love sarcasm as well as cynical humor characters, but specifically like humorous twists without a change in body language or visible emotion. This may confuse other individuals, while others will smirk or outright laugh, especially if it is either unintentional or they get the joke and others do not. This has no general bonus, being merely for roleplay reasons.
Gleeful Humor characters love things that make them feel warm, humor that makes them feel good about themselves and the world in general. Sometimes others see them as too peppy, but none can deny their energy is hard to resist. This has no general bonus, being merely for roleplay reasons.
Humorless characters have very few times they are amused, and when they are it is so inconsistent as to make it hard to classify them as being another type. This has no general bonus, being merely for roleplay reasons.
Jokey Humor characters love puns, wordplay, wit and other forms of humor that is mostly verbal. Many individuals like this form of humor, especially at a young age, but more in moderation than constantly. This has no general bonus, being merely for roleplay reasons.
Prank Humor characters love tricking someone with a good prank or seeing a good prank executed that typically embarrassing the individual being the butt of the jokes. This has no general bonus, being merely for roleplay reasons.
Slapstick Humor characters love physical humor where the butt of the joke may get hit or injured, but never too terribly, more mock pain than anything serious, being less severe than cruel humor, and having more a sense of timing than the pain as the chief aspect of importance. This has no general bonus, being merely for roleplay reasons.
Surreal Humor characters love the absurdity of situations and schism between the bizarre and the expected. This greatly amuses individuals with this sense of humor, with many individuals not understanding their humor. This has no general bonus, being merely for roleplay reasons.
Sexuality: Attraction
A character's sexuality can sometimes affect their relations with specific other individuals, such as those that they are attracted to, especially if the other individual is likewise attracted to them. There also may be issues if they are seen as outside the cultural norm of their area. They have no general bonus, being merely for roleplay reasons.
Asexual characters do not seem to be attracted to other individuals sexually.
Bisexual characters are attracted to individuals of male and female genders.
Heterosexual characters are attracted to individuals of the opposite gender.
Homosexual characters are attracted to individuals of the same genders.
Pansexual characters are attracted to individuals of all genders.
Polysexual characters are attracted to individuals of more than two genders but not all genders.
Sexuality: Gender
Most characters of most species and races are born either male or female as those are the most common biologically normal genders, though some individuals may be born with different genetics or altered later in life intentionally by their choice, by others, or by accident. Usually if it is unusual for a species or race they will stand out if they have not concealed their gender. They have no general bonus, being merely for roleplay reasons.
Female characters regardless of species are those that have ovulation, producing eggs for genetic matter.
Hermaphrodite characters are genetically capable of male and female biological functions.
Intersex characters may have genetic traits of male and females, but are incapable of one or both functions.
Male characters regardless of species are those that have spermatozoa, fertilizing eggs in females.
Non-Gendered characters for some reason do not have reproductive organs for any gender.
Transgender characters have had their appearance altered to be different from their original biological role.
Transexual characters make themselves appear to be different from their original biological role, but have had no physical changes to their gender.
Sexuality: Libido
A character's libido specifically deals with how intense their drive to have intercourse is, be it for romance, breeding, or pleasure in general. Typically this is their standard libido that is chosen for their trait, but certain abilities or items might alter it temporarily. They have no general bonus, being merely for roleplay reasons.
Stagnant characters have almost no libido, not particularly having much drive for sexual relations unless initiated by another.
Healthy characters have a moderate sex drive, sometimes initiating relations, but sometimes having others initiate it.
Excessive characters have a very high sex drive, thinking about sex and initiating it regularly of their own accord.
Sexuality: Demeanor
The demeanor of an individual's sexuality specifically deals with how they act when they are interested in another individual for the purpose of expressing their sexuality with them, trying to charm them into joining them, or even sometimes just to tease them. It deals with their expressiveness, style and openess to new things. They have no general bonus, being merely for roleplay reasons.
Brazen characters are direct and to the point about expressing their desires.
Flirty characters are teasingly expressive, testing the waters.
Modest characters are slow to express interest.
Crude characters fumble up their romantic attempts.
Seductive characters tease and ease into romance at their own pace, keeping others they are interested on their time-table.
Romantic characters do whatever they can to ease into romance at a pace comfortable to the others they are interested in and on those individuals' respective time-tables.
Closed characters are resistant to trying new things sexually.
Moderate characters are willing to try new things sexually, but aren't usually actively seeking them out.
Adventurous characters seek out new sexual experiences without much prodding from others.
Monogamous characters try to remain with only one sexual partner until they seperate.
Polyamorous characters will have multiple partners, but low in number and generally honest with their partners about having multiple ones.
Promiscuous characters have multiple partners if they even have one, and have sexual relations with many individuals easily, rarely being honest about how many they actually have due to social taboos.
Sexual Tastes:
Sexual tastes deals with things that arouse a character and may cause them to be more attached to another character giving them an experience with that paraphilia, or kink. There are so many different ones it is impossible to list them all, but a good listing is found here (link). Some individuals might be aroused to find out another individual shares the same kink, or they might be uncaring either way, or they might be judgmental, especially if it is against cultural norms or taboo. They have no general bonus, being merely for roleplay reasons.
Saturday, June 29, 2013
System Mechanics: Social Traits:
There are a lot of different social differences that emotion affects in politics and other aspects of roleplay within MaL, but beyond that there are more specific personality traits that are specifically geared toward social values and related traits. There are a multitude of them, some listed below:
Outlook
Optimistic characters get -1 to Reason Checks, trying to gloss over negative aspects of a situation, person or object in order to show off its positive side, usually at the cost of seeming less reasonable to many.
Pessimistic characters +1 to Observation Checks, noticing details and picking things apart to find anything to be disappointed in.
Realist characters get +1 to SP, seeing the universe as it is much more easily.
Romantic characters get +1 to Charisma, being much more likely to get others to do what they want.
Integrity
Conscientious characters get -1 to Stealth and -1 to Charisma Checks while lying.
Unscrupulous characters get +1 to FIN for all manner of ill intents toward others.
Impulsiveness
Controlled characters get +1 to Accuracy Checks having a steady aim and control overall to achieve goals.
Spontaneous characters get +1 to HP, -1 to Accuracy Checks, having more energy, but finding it hard to control themselves and their aim.
Boldness
Cautious characters get +1 to REA, tending to be always looking out for danger and moving in slowly.
Intrepid characters get +1 to Courage Checks, heading head-first into battle or danger.
Flexibility
Flexible Mind characters get +1 to Learning Checks, +1 to REA, being open to changing their mind if need be, as well as altering plans and adapting according to unforeseen events.
Stubborn characters get -1 to Learning Checks, resisting change.
Empathic Temperment
Cold characters get -1 to Charisma, being standoffish and self-absorbed.
Warm characters get +1 to Charisma Checks being empathic and supportive of others.
Social Grace
Agreeable characters get +1 to Charisma Checks, being modest and humorous, blending into most social circles.
Bothersome characters get -1 to Charisma Checks, being arrogant, critical and haughty.
Wall-Flower characters get no Charisma Check change, but do get a +1 to Stealth.
Social Interactivity
Butterfly characters get +1 to Cunning Checks, drifting from group to group at the right moment for maximum effectiveness.
Engaging characters get +1 to Charisma Checks, being talkative and good listeners, entertaining and a good distraction.
Loner characters get +1 to Stealth, being shy and taciturn, blending into the crowd.
Social Reservations
Open characters get +1 to Memory Checks, remembering every little bit of their life worth sharing and some parts others might not care to hear regardless.
Moderate characters get a -1 to Charisma Checks, not skillfully deflecting inquiries about their life, and not really telling enough to offset their bumbled attempts to be charming.
Secretive characters get +1 to Wit Checks, deflecting inquiries about their personal life with wordplay and a skilled tongue.
Social Camouflage
Chameleon characters get +1 to Charisma Checks and +1 to Stealth Checks, blending in wherever they choose to be, as well as being charming enough to be noticed if they have a goal in mind.
Conventional characters get +1 to Stealth Checks, blending in with cultural norms, vanishing in a crowd of similar people.
Clashing characters get -1 to Charisma Checks, being standoffish to most groups, finding it very difficult to fit in with any of them, as they aren't generally doing this intentionally as with rebellious characters.
Exotic characters get -1 to Stealth Checks, standing out from cultural norms and becoming a distraction when they chooses to be, sometimes even without trying.
Rebellious characters get +1 to EP, bearing a lot of grief and pain in trying to intentionally stand out, but usually in larger groups of individuals feeling the same way.
Outlook
Optimistic characters get -1 to Reason Checks, trying to gloss over negative aspects of a situation, person or object in order to show off its positive side, usually at the cost of seeming less reasonable to many.
Pessimistic characters +1 to Observation Checks, noticing details and picking things apart to find anything to be disappointed in.
Realist characters get +1 to SP, seeing the universe as it is much more easily.
Romantic characters get +1 to Charisma, being much more likely to get others to do what they want.
Integrity
Conscientious characters get -1 to Stealth and -1 to Charisma Checks while lying.
Unscrupulous characters get +1 to FIN for all manner of ill intents toward others.
Impulsiveness
Controlled characters get +1 to Accuracy Checks having a steady aim and control overall to achieve goals.
Spontaneous characters get +1 to HP, -1 to Accuracy Checks, having more energy, but finding it hard to control themselves and their aim.
Boldness
Cautious characters get +1 to REA, tending to be always looking out for danger and moving in slowly.
Intrepid characters get +1 to Courage Checks, heading head-first into battle or danger.
Flexibility
Flexible Mind characters get +1 to Learning Checks, +1 to REA, being open to changing their mind if need be, as well as altering plans and adapting according to unforeseen events.
Stubborn characters get -1 to Learning Checks, resisting change.
Empathic Temperment
Cold characters get -1 to Charisma, being standoffish and self-absorbed.
Warm characters get +1 to Charisma Checks being empathic and supportive of others.
Social Grace
Agreeable characters get +1 to Charisma Checks, being modest and humorous, blending into most social circles.
Bothersome characters get -1 to Charisma Checks, being arrogant, critical and haughty.
Wall-Flower characters get no Charisma Check change, but do get a +1 to Stealth.
Social Interactivity
Butterfly characters get +1 to Cunning Checks, drifting from group to group at the right moment for maximum effectiveness.
Engaging characters get +1 to Charisma Checks, being talkative and good listeners, entertaining and a good distraction.
Loner characters get +1 to Stealth, being shy and taciturn, blending into the crowd.
Social Reservations
Open characters get +1 to Memory Checks, remembering every little bit of their life worth sharing and some parts others might not care to hear regardless.
Moderate characters get a -1 to Charisma Checks, not skillfully deflecting inquiries about their life, and not really telling enough to offset their bumbled attempts to be charming.
Secretive characters get +1 to Wit Checks, deflecting inquiries about their personal life with wordplay and a skilled tongue.
Social Camouflage
Chameleon characters get +1 to Charisma Checks and +1 to Stealth Checks, blending in wherever they choose to be, as well as being charming enough to be noticed if they have a goal in mind.
Conventional characters get +1 to Stealth Checks, blending in with cultural norms, vanishing in a crowd of similar people.
Clashing characters get -1 to Charisma Checks, being standoffish to most groups, finding it very difficult to fit in with any of them, as they aren't generally doing this intentionally as with rebellious characters.
Exotic characters get -1 to Stealth Checks, standing out from cultural norms and becoming a distraction when they chooses to be, sometimes even without trying.
Rebellious characters get +1 to EP, bearing a lot of grief and pain in trying to intentionally stand out, but usually in larger groups of individuals feeling the same way.
Friday, June 28, 2013
System Mechanics: Emotional Traits:
Today we're going to look at more traits, emotional ones and primary
social traits. Let's dive in! A character's most commonly seen emotion
is their default mood which other characters and players will see in
the game, and thus, make assumptions about them affecting gameplay.
This does not mean that they can't act counter to these assumptions
while still having that emotion being the most common, but merely that
they get those bonuses and reductions to every situation involving their
emotional state on meeting a new character.
Default Emotional States:
Angry characters get +1 to STR, generally getting into more fights and tests proving themselves.
Ashamed characters get -1 to Morale Checks and +1 to Stealth Checks, tending to shy away from many others, moving easily to the background, making them also better at being sneaky.
Bored characters get -1 to REA as they seem to be less prone to notice attacks until after the first one lands.
Curious characters get +1 to Observation Checks as they notice more than most others.
Depressed characters get -1 toWIL, but +1 to EP as they tend to either endure a lot if they continue to be depressed regularly instead of their mood being less commonly that before adventuring.
Excitable characters get +1 to HP, being full of energy and life.
Judgmental characters get -1 to Charisma Checks, as most other characters seem find them bothersome.
Nervous characters get -1 toWIL, but +1 to REA, being less driven, but more quick to startle.
Peaceful characters get +1 to Balance Checks, tending to keep themselves calm in many matters and find their balancing center more easily than many others.
Sunny Disposition characters +1 to Morale Checks, always seems to find something positive in the most grim of situations.
Emotional Stability deals with how quick a character is to drop into their primary emotional state as well as others appropriate to their situation.
Emotional Stability:
Open-Hearted characters get -1 to emotional attacks, being quick to emotional changes.
Tempered characters get no bonus or reduction to emotional attacks, typically being at their emotional default state and not shifting easily, but not resisting changes either.
Suppressed characters get +1 to emotional attacks, being able to resist emotional changes more easily.
Default Emotional States:
Angry characters get +1 to STR, generally getting into more fights and tests proving themselves.
Ashamed characters get -1 to Morale Checks and +1 to Stealth Checks, tending to shy away from many others, moving easily to the background, making them also better at being sneaky.
Bored characters get -1 to REA as they seem to be less prone to notice attacks until after the first one lands.
Curious characters get +1 to Observation Checks as they notice more than most others.
Depressed characters get -1 toWIL, but +1 to EP as they tend to either endure a lot if they continue to be depressed regularly instead of their mood being less commonly that before adventuring.
Excitable characters get +1 to HP, being full of energy and life.
Judgmental characters get -1 to Charisma Checks, as most other characters seem find them bothersome.
Nervous characters get -1 toWIL, but +1 to REA, being less driven, but more quick to startle.
Peaceful characters get +1 to Balance Checks, tending to keep themselves calm in many matters and find their balancing center more easily than many others.
Sunny Disposition characters +1 to Morale Checks, always seems to find something positive in the most grim of situations.
Emotional Stability deals with how quick a character is to drop into their primary emotional state as well as others appropriate to their situation.
Emotional Stability:
Open-Hearted characters get -1 to emotional attacks, being quick to emotional changes.
Tempered characters get no bonus or reduction to emotional attacks, typically being at their emotional default state and not shifting easily, but not resisting changes either.
Suppressed characters get +1 to emotional attacks, being able to resist emotional changes more easily.
Thursday, June 27, 2013
System Mechanics: Motivator Traits:
As seen from the character building for Yara Kren, different character traits based on species, race, personality, profession, and class. The classes eventually will be a preset build of related traits and suggested abilities as the system does not require a set class to play. They are merely for aid in creating characters more quickly for new players. That said, let's delve into motivator traits of a character's personality:
A primary motivator is a reason for a character to start their journeys, and to continue to adventure over a prolonged period of time, sometimes in the case of players until their character dies.
Acquisitive characters get +1 to Appraisal Checks, looking for wealth or specific rare possessions.
Balancing characters get +1 to Reason Checks, trying to bring moderation to all things.
Creative characters get +1 to either Craft Checks or Performance Checks as designated at character creation by the player.
Competitive characters get +1 to FP, having more focus to use toward trying to get a leg up on others, especially against their rivals.
Curious characters get +1 to Observation, trying to explore and solve mysteries.
Destructive characters get -1 to HP, trying to destroy, annihilate, and ruin.
Dissonant characters get -1 to SP, trying to create confusion and discord.
Domineering characters get +1 to Intimidation Checks, trying to force others to do their bidding.
Empathizing characters get -1 to Morale, feeling the pain of others, wanting to feed, heal and protect them.
Family characters get -1 to Reflexes, trying to grow or regain their family.
Grasping characters get +1 to SP, seeking to understand more of the universe and specific knowledge (spiritual, scientific, magical, etc.)
Hedonistic characters get -1 to WIL, trying to experience all sensual things at the detriment of laziness.
Honor-Bound characters get +1 to Courage Checks, trying to stay brave, generous, honest and otherwise honorable in their eyes and the eyes of those they respect.
Leader characters get +1 to Charisma, trying to lead others and gain power.
Liberating characters get +1 to Morale, trying to free themselves or others from enslavement or things holding them back.
Organizing characters get +1 to Memory Checks, trying to keep things arranged to minimize chaos.
Peaceful characters get -1 to REA, trying to avoid conflict and other troubles, and thus be less adept at reacting when they can't avoid them.
Playful characters get +1 to HP, trying to enjoy life and have fun, seeming to be full of life.
Rebellious characters get -1 to EP, trying to act out against an individual or group in authority and trying to avoid bearing the annoyances or pains of following their rules.
Servitude characters get +1 to EP, bearing many things as they try to follow another individual or group that they trust.
Social-Climbing characters get +1 to Knowledge Checks on social things, trying to gain status, fame or approval of others.
Studious characters get +1 to Learning Checks, seeking enlightenment and information.
Tenacious characters get +1 to WIL, constantly pushing themselves, never backing down.
Torturous characters get -1 to Charisma Checks, trying to do damage to themselves or others.
A primary motivator is a reason for a character to start their journeys, and to continue to adventure over a prolonged period of time, sometimes in the case of players until their character dies.
Acquisitive characters get +1 to Appraisal Checks, looking for wealth or specific rare possessions.
Balancing characters get +1 to Reason Checks, trying to bring moderation to all things.
Creative characters get +1 to either Craft Checks or Performance Checks as designated at character creation by the player.
Competitive characters get +1 to FP, having more focus to use toward trying to get a leg up on others, especially against their rivals.
Curious characters get +1 to Observation, trying to explore and solve mysteries.
Destructive characters get -1 to HP, trying to destroy, annihilate, and ruin.
Dissonant characters get -1 to SP, trying to create confusion and discord.
Domineering characters get +1 to Intimidation Checks, trying to force others to do their bidding.
Empathizing characters get -1 to Morale, feeling the pain of others, wanting to feed, heal and protect them.
Family characters get -1 to Reflexes, trying to grow or regain their family.
Grasping characters get +1 to SP, seeking to understand more of the universe and specific knowledge (spiritual, scientific, magical, etc.)
Hedonistic characters get -1 to WIL, trying to experience all sensual things at the detriment of laziness.
Honor-Bound characters get +1 to Courage Checks, trying to stay brave, generous, honest and otherwise honorable in their eyes and the eyes of those they respect.
Leader characters get +1 to Charisma, trying to lead others and gain power.
Liberating characters get +1 to Morale, trying to free themselves or others from enslavement or things holding them back.
Organizing characters get +1 to Memory Checks, trying to keep things arranged to minimize chaos.
Peaceful characters get -1 to REA, trying to avoid conflict and other troubles, and thus be less adept at reacting when they can't avoid them.
Playful characters get +1 to HP, trying to enjoy life and have fun, seeming to be full of life.
Rebellious characters get -1 to EP, trying to act out against an individual or group in authority and trying to avoid bearing the annoyances or pains of following their rules.
Servitude characters get +1 to EP, bearing many things as they try to follow another individual or group that they trust.
Social-Climbing characters get +1 to Knowledge Checks on social things, trying to gain status, fame or approval of others.
Studious characters get +1 to Learning Checks, seeking enlightenment and information.
Tenacious characters get +1 to WIL, constantly pushing themselves, never backing down.
Torturous characters get -1 to Charisma Checks, trying to do damage to themselves or others.
Wednesday, June 26, 2013
Character Building: Yara Kren (Level 1):
Yara Kren is a character that has had its building shown over the past few days. Below are her sheets detailing the most relevant information to her within the game for the player and GM:
Monday, June 24, 2013
Character Building: Yara Kren (Part 4):
Alright, we've gone over most of the character building for Yara Kren, ranging from her genetic breakdown, personality, abilities, gear and more over the past few days while examining the process of building a character using the template sheets. While there is still information to fill in for her companions and mount, the companions at least have already been covered previously in the development blog. That said, we'll skip that sheet for now, and move to the last sheet for her domicile, and then back to the first sheet for her final stats and attributes.
Her domicile is named "The Raven's Beak" and its location is "Docked at Obana Village Pier". The notes would list its measurements (sloop that is 45" long by 20" wide with a 6" hold), as well as its movement speed (averages 12 knots), its natural durability (50 EP), and inventory storage amount (2000 pounds). Attached to its sheet or on the back could be a listing of some of its inventory, which currently nothing, as Yara didn't have anything but her carried supplies and food and water with her when she left the merchant fleet in order to make a fast journey. The consumables, save what is in her carried supplies, were used during the journey, and as such nothing is in it yet. Perhaps in her travels she will add more, but we'll deal with it as if she has just arrived at Obana Village and thus has nothing to it.
Alright, back to the first sheet again, dealing with her stats and attributes. First, the original stats and attributes from the modifications before the rolls and slotting.
HP: 0 / EP: 0 / LP: 1 / SP: 0 / FP: 1
REA: 1 / FIN: 1 / INT: 2 / WIS: 0 / WIL: 1 / STR: 2 / Speed:2
Modifiers to Checks:
---------------------
Accuracy: +1
Alchemy: +1 (-1 Morale if failure, plus other effects)
Beauty: +1
Charisma: +4
Courage: +1
Courage: Enclosed Spaces: -1
Courage: Spiders: -1
Emotional Attacks: -1
Learning: +1
Morale: +1
Observation: +1
Psion Ability Check: +1 (while wearing her circlet)
Psionic Focus: +1
Singing Performance: +1
Sneak Attacks: +1
Stealth:0 (-1 and +1 balances out)
Sweet Food Resistance: -1
Wit: +1
Okay, so that's before the slotting and rolls, and the modifiers to checks area won't be altered, but the stats and attributes will be. For the stats (HP, EP, LP, SP, and FP), 25 points are spread between them by player choice. For the attributes (REA, FIN, INT, WIS, WIL, STR, and Speed) a 1d12 will be rolled for the starting values, and the player may choose which of the values goes to which attribute. If a roll comes to less than 5 it gets a reroll. That said, the stats for Yara should be slotted to health and focus primarily in order to give a longer time to do abilities, with still a bit toward endurance to resist non-surprise attacks and in case of over-exerting herself in roleplay, and some to sanity points as 5 is the standard value. The further away from that the less others will find her sane, with lower ones being understanding the universe less and higher meaning understanding the universe more. We'll stick with a 6 for that to give her a slight increase due to having seen things as a con artist and with her upbringing that others might not believe due to their lack of understanding. All in all, the stats and attributes get sorted out by choice and rolls in addition to the changes to end up with the following values:
HP: 8 / EP: 3 / LP: 1 / SP: 6 / FP:8
(all slotted by player choice, plus modifiers)
REA: 15 / FIN: 15 / INT: 14 / WIS: 11 / WIL: 11 / STR: 9 / Speed: 8
(1d12 each, and modifiers, with rolls resulting in 7, 11, 12, 10, 12, 12, and 6 to distribute)
So, looking at her stats and attributes we see that she's got a decent amount of health and focus to use abilities, as well as high reaction, finesse, and intelligence, as well as good attributes for the rest as well. Now that we have Yara Kren all built, let's finish filling in her sheets, and I'll upload the final versions and illustration tomorrow.
Her domicile is named "The Raven's Beak" and its location is "Docked at Obana Village Pier". The notes would list its measurements (sloop that is 45" long by 20" wide with a 6" hold), as well as its movement speed (averages 12 knots), its natural durability (50 EP), and inventory storage amount (2000 pounds). Attached to its sheet or on the back could be a listing of some of its inventory, which currently nothing, as Yara didn't have anything but her carried supplies and food and water with her when she left the merchant fleet in order to make a fast journey. The consumables, save what is in her carried supplies, were used during the journey, and as such nothing is in it yet. Perhaps in her travels she will add more, but we'll deal with it as if she has just arrived at Obana Village and thus has nothing to it.
Alright, back to the first sheet again, dealing with her stats and attributes. First, the original stats and attributes from the modifications before the rolls and slotting.
HP: 0 / EP: 0 / LP: 1 / SP: 0 / FP: 1
REA: 1 / FIN: 1 / INT: 2 / WIS: 0 / WIL: 1 / STR: 2 / Speed:2
Modifiers to Checks:
---------------------
Accuracy: +1
Alchemy: +1 (-1 Morale if failure, plus other effects)
Beauty: +1
Charisma: +4
Courage: +1
Courage: Enclosed Spaces: -1
Courage: Spiders: -1
Emotional Attacks: -1
Learning: +1
Morale: +1
Observation: +1
Psion Ability Check: +1 (while wearing her circlet)
Psionic Focus: +1
Singing Performance: +1
Sneak Attacks: +1
Stealth:0 (-1 and +1 balances out)
Sweet Food Resistance: -1
Wit: +1
Okay, so that's before the slotting and rolls, and the modifiers to checks area won't be altered, but the stats and attributes will be. For the stats (HP, EP, LP, SP, and FP), 25 points are spread between them by player choice. For the attributes (REA, FIN, INT, WIS, WIL, STR, and Speed) a 1d12 will be rolled for the starting values, and the player may choose which of the values goes to which attribute. If a roll comes to less than 5 it gets a reroll. That said, the stats for Yara should be slotted to health and focus primarily in order to give a longer time to do abilities, with still a bit toward endurance to resist non-surprise attacks and in case of over-exerting herself in roleplay, and some to sanity points as 5 is the standard value. The further away from that the less others will find her sane, with lower ones being understanding the universe less and higher meaning understanding the universe more. We'll stick with a 6 for that to give her a slight increase due to having seen things as a con artist and with her upbringing that others might not believe due to their lack of understanding. All in all, the stats and attributes get sorted out by choice and rolls in addition to the changes to end up with the following values:
HP: 8 / EP: 3 / LP: 1 / SP: 6 / FP:8
(all slotted by player choice, plus modifiers)
REA: 15 / FIN: 15 / INT: 14 / WIS: 11 / WIL: 11 / STR: 9 / Speed: 8
(1d12 each, and modifiers, with rolls resulting in 7, 11, 12, 10, 12, 12, and 6 to distribute)
So, looking at her stats and attributes we see that she's got a decent amount of health and focus to use abilities, as well as high reaction, finesse, and intelligence, as well as good attributes for the rest as well. Now that we have Yara Kren all built, let's finish filling in her sheets, and I'll upload the final versions and illustration tomorrow.
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