Difference between revisions of "AI:L Personality Traits"

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'''Greed:''' Your character never forgets the need to build their nest egg, and continually detours from the task at hand to personally enrich themselves in some way completely unconnected with their current mission or goals.  This detour must involve at least one turn of “wasted” action, and can be things like taking a turn in the middle of a firefight to snag a priceless artifact, or holding up and rushed evacuation to liberate the contents of the local safe.  Most of the time these efforts come to nothing, or result in marginal gains, but once per session when indulging in Greed, you may roll 1d10.  On a result of a 10 your efforts result in a side mission at least a full session in length, that, if completed, can result in 1 Wealth Point.  This can only happen once a campaign.
 
'''Greed:''' Your character never forgets the need to build their nest egg, and continually detours from the task at hand to personally enrich themselves in some way completely unconnected with their current mission or goals.  This detour must involve at least one turn of “wasted” action, and can be things like taking a turn in the middle of a firefight to snag a priceless artifact, or holding up and rushed evacuation to liberate the contents of the local safe.  Most of the time these efforts come to nothing, or result in marginal gains, but once per session when indulging in Greed, you may roll 1d10.  On a result of a 10 your efforts result in a side mission at least a full session in length, that, if completed, can result in 1 Wealth Point.  This can only happen once a campaign.
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Pessimism:''' If you pass on an important die roll you could have made without rolling a 10 by saying, “couldn't have done it anyway,” gain 1 CP.  This pass results in a wasted turn as your character tries half-heartedly and then inevitably fails.  You can only use this ability once per scene, but you can use it in up to two scenes during a session.  These passed rolls cannot be trivial, and must be taken in the face of serious opposition or a threatening situation.
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'''Pessimism:''' If you pass on an important die roll you could have made without rolling a 10 by saying, “couldn't have done it anyway,” gain 1 CP.  This pass results in a wasted turn as your character tries half-heartedly and then inevitably fails.  You can only use this ability once per scene, but you can use it in up to two scenes during a session.  These passed rolls cannot be trivial, and must be taken in the face of serious opposition or a threatening situation.
  
 
'''Optimism:''' Once per session you may change a roll of 8 or 9 to a 10 when performing some impossible task that would have taken a 10 to succeed.  This adjustment can be made after the roll has been made, and can affect you or your allies.  Although Optimism does allow for private doubts, you lose the ability to make this adjustment if at any time in the session your character fails show a relentlessly optimistic face to the world.
 
'''Optimism:''' Once per session you may change a roll of 8 or 9 to a 10 when performing some impossible task that would have taken a 10 to succeed.  This adjustment can be made after the roll has been made, and can affect you or your allies.  Although Optimism does allow for private doubts, you lose the ability to make this adjustment if at any time in the session your character fails show a relentlessly optimistic face to the world.

Revision as of 11:11, 11 September 2016

Minor Addiction: Your character has an addiction to some minor vice, like coffee, weed, or cigarettes. This addiction generally causes you no problems, but once per session you may elect to take a -1 penalty to all rolls for a scene due to either partaking, or failing to partake, in your vice. Gain 1 CP if you actually have to make an important roll while under this penalty.

Major Addiction: Your character is seriously addicted to a powerful narcotic. So much so that it controls your life. The effects of this addiction affect one of your four stats. When partaking, the resulting high boosts that stat by 50%. But after you use it, you crash and crash hard, suffering -25% to all stats for the rest of the session.

Greed: Your character never forgets the need to build their nest egg, and continually detours from the task at hand to personally enrich themselves in some way completely unconnected with their current mission or goals. This detour must involve at least one turn of “wasted” action, and can be things like taking a turn in the middle of a firefight to snag a priceless artifact, or holding up and rushed evacuation to liberate the contents of the local safe. Most of the time these efforts come to nothing, or result in marginal gains, but once per session when indulging in Greed, you may roll 1d10. On a result of a 10 your efforts result in a side mission at least a full session in length, that, if completed, can result in 1 Wealth Point. This can only happen once a campaign.

Pessimism: If you pass on an important die roll you could have made without rolling a 10 by saying, “couldn't have done it anyway,” gain 1 CP. This pass results in a wasted turn as your character tries half-heartedly and then inevitably fails. You can only use this ability once per scene, but you can use it in up to two scenes during a session. These passed rolls cannot be trivial, and must be taken in the face of serious opposition or a threatening situation.

Optimism: Once per session you may change a roll of 8 or 9 to a 10 when performing some impossible task that would have taken a 10 to succeed. This adjustment can be made after the roll has been made, and can affect you or your allies. Although Optimism does allow for private doubts, you lose the ability to make this adjustment if at any time in the session your character fails show a relentlessly optimistic face to the world.

Cool Customer: Your character doesn't get too worked up about most failure, and does not suffer the first -1 edge penalty for repeating a failed action, so long as they did not spend any Exploits when attempting the previous action, or re-attempting that same action. So long as your character has not spent any Exploits in a round, they also gain a +10 resistance to minor vibes inflicted in that round. They're just too cool to be affected.

Wiseguy: You have to get in the last word, no matter what. Once per session, gain 1 CP if you finish up a conversation with someone in a position of power over you with a snarky one liner. Gain 2CP if this one liner has serious consequences such as combat, or personal loss.

Shock Jock: Your character likes to flout societal norms. You may show up to a social gathering in a particularly outrageous manner or form of dress that EVERYONE will be talking about. This allows you to double your Graces or One Liners skill for the scene, but gives you an unintended random negative social vibe from your excess. If you roll a 10 when inflicting a Vibe with Graces or One Liners during this scene, the effect is doubled.

Quiet Patriotism: Your character has great faith in their nation and the national good. They believe in its causes and institutions, and overlook its flaws and failings. This patriotism is a source of strength, and provides you with a bonus +1 to an exploit pool of your choice (chosen at the start of the session). You lose this +1 for the rest of the session if at any time you voice or show doubts in the rightness of your nation and its institutions.

Fanatical Patriotism: Once per session you may gain 1 CP if you score a social success against a foreigner to impress them with some achievement or facet of your chosen state. Gain 2 CP if you convince a group of your fellow countrymen that some foreign fact or achievement that is CLEARLY better than what your nation has achieved is actually overrated. Gain 3 CP if these efforts result in an outbreak of violence at an international incident level (forcing the involvement of Diplomats or Military Units).

Gruff: Your character is not one for social niceties. In a social scene, if you skip Small Talk and move directly to the heart of the matter you gain a +3 Advantage bonus for the purposes of discovering information. This bonus cannot be used to influence the target.

Flirt: Your character's sexuality is up front and center, and they wave it in the face of everyone they meet. Gain 1 CP a session for flirting in an inappropriate situation, such as a complex magical casting, a delicate diplomatic negotiation, or a gunfight. Gain one Power Point if this eventually results in a romantic liaison with an opponent.

Mark of the Hero: Your character likes to be known by his opponents and encourages their own reputation and recognition, often through some idiosyncratic form of dress or some affectation. This provides a +5 bonus for others to recognize the character if the character uses this “Mark” in a flourish, one liner, or graces roll. If a new opponent recognizes the character they will be heartened, and gain 1 exploit point of their choice at the start of combat or a social scene. If an opponent fails to recognize them, or the character fails to announce themselves, the character will be hurt and offended or will feel out of sorts, and loses 1 exploit point from their largest pool at the start of combat or a social scene.

Obsession: Your character is dangerously obsessed about someone, and will do all they can to impress them. Gain a +1 session Advantage Bonus if can say, “I did it for you,” after performing some extreme action. This bonus rises to +3 if it is an action that makes the object of your obsession profoundly uncomfortable but they’re too polite (or scared) to say so. If the object of your obsession ever disavows you, you can elect to turn Obsession into Vengeance.

Jealousy: Your character is insanely jealous of someone or something. They hate letting potential competitors interact with the object of their jealousy and will try to monopolize it as much as possible. Gain 1 CP if you manage to monopolize the attention or access to the object of your jealousy for the duration of a session. Gain 2 CP if achieving this involves surreptitious acts of a dangerous, violent or illegal nature.

Vengeance: Your character feels slighted or wronged by someone, and pursues vengeance against them at every opportunity. Gain one bonus CP in any session in which you adversarial confront the object of your Vengeance, and gain 2 CP if you defeat them in some manner but leave them alive. Gain 3 CP if you manage to leave some permanent physical or mental wound on them. Killing the object of your vengeance grants you a one-time bonus of 1 Power Point, and costs you this trait.