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Old 10-28-2023, 03:10 PM   #1
timm meyers
 
Join Date: May 2020
Default Using Personality Traits

Following the quick Character Generation suggestions on character traits (P.14 ITL) players are given the option to pick any number of “personality traits” and assign their value of 2 – 12.

These aspects of your PC’s personality are a great aid for roleplaying. They are used by both player and GM as guidelines to help form realistic behavior and reactions specific for the character. The assigned factors could also allow us to interact with these concepts of personality within a rules framework.
These values being based on a 2d6 range of numbers breaks the 3d6 basic test formula and become hard to use. The following are some thoughts on how to make better use of these factored traits.

Anytime a PC or GM encounters a situation where a defined character trait comes into question, they may choose to test against the values by rolling 3d-3 dice.
The PC must roll their character trait value or less with the adjusted result or fail the test. Thus, the trait with a value of 7 = very average, means they need to roll 10 or less (roughly a 50% chance) to pass. The trait with a low 2 value must roll a 5 or less (4.6%) and the high 12 value needs a roll of 15 or less (95%).

Minor fail: missed by 1 or 2 points = The PC has a minor reaction based on the trait tested. The controlling player gets to choose how the trait manifests and the GM should award experience points for honest and creative effects/reactions.

Moderate Fail: missed by 3 to 5 points = The PC’s character trait has manifested in a poor and obvious way based on the circumstances. The player and or GM must choose a course of action or action for the PC that would create a negative effect on the situation. (note sometimes depending on the trait and or action this failed rolled might produce perceived positive results)

Major Fail: missed by 6 or more points = The GM decides the most appropriate and realistic utter failure that the trait would manifest in the situation.

Example- The PC has a “Bravery” value of 7= Very much the average or middle of the road. The PC is not predisposed to hiding or fleeing from danger (that would be a value of 2) nor are they inclined to jump into action at the first sign of trouble (a value of 12).
The GM or player could choose to test the PC’s bravery in any number of situations from wanting to charge into battle to having the courage to approach the princess for a date.
A roll of 4 or less would mean the PC utterly failed at being “Brave”. (soiled clothes and running away?)
A roll of 5 to 7 is a loss of courage but the actionable result must be agreeable to both player and GM. (lets back off/retreat?)
A roll of 8-9 is just barely failing to be brave so the player must modify their desired actions or reactions. (wait for someone else to step up, move behind another PC for better protection?)
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