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Trait Use
Traits are basically used to give a character an advantage equal to the Trait's rating in an appropriate situation.
To use a Trait, all you have to do is ask yourself, "How can I use this Trait to my advantage?"
A character (let's call him "Sean") can also invoke the Trait of a different character (let's call him "Astin") to give Sean an advantage equal to the rating of Astin's Trait. To use Astin's (or any other character's Trait), all Sean's player has to do is ask himself, "How can I use Astin's Trait to my advantage?"
Background Traits represent Status, Resources, Generic Equipment, Reputation, History, Culture, Careers, History, Species, Base of Operations, etc.
Using Background Traits
Sean has the Trait "Eloquent: 2". He tries to get a crowd of people to help him. The Action Master rules this is an appropriate task for the Trait, and invokes no modifier. Sean gets 2 Successes, which is a partial success. The Action Master rules that some, but not all, of the crowd to help him.
People Traits represent Characters, Allies, Friends, Enemies, Rivals, Lovers, etc.
Using People Traits
Sean has the Trait "Friend (Seamus): 3." Seamus is fighting a warrior with the Trait "Warrior: 2." Sean invokes his Trait "Friend (Seamus): 3" to help Seamus fight the warrior. The Action Master rules this is an appropriate task, and invokes no modifier. The warrior's Trait "Warrior: 2" is subtracted from Sean's Trait "Friend (Seamus): 3", giving 1 Success. The Action Master rules that the warrior is momentarily distracted.
Social Traits represent Nations, Cultures, Languages, etc. Note that this is not the -nationality- of a character, or the -language spoken- by a character, but nations and languages themselves, i.e., Greek civilization, the Spanish language, and so on.
Using Social Traits
The Greek civilization has the Trait "Seagoing: 3" in a Cinematic campaign. It tries to fight the Persian civilization in a naval battle. The Persians have the Trait "Army: 4." The Action Master rules that the Persians are at a considerable disadvantage, and reduces the "Army" Trait of the Persians by 2 to 2. The Greek civilization spends 2 Wild points to give their "Seagoing" Trait a +2 bonus, describing this as "The Greek leader gives a great speech to the Greek sailors, enheartening them!" Subtracting the modified "Army" Trait of the Persians from the Greek's "Seagoing" Trait of 3 gives 1 Success, to which is added the +2 bonus from the Greek's Wild Points, giving a net bonus of 3 Successes. The Action Master rules that the Greeks rout the Persians in the naval battle.
Viewpoint Traits represent the influence of more than one viewpoint on a single character. This is the converse of what is popularly known as Troupe Play. Basically, each viewpoint uses some sort of resolution mechanic to decide which of them gets to control the character's actions.
Using Viewpoint Traits
In a Cinematic campaign, Sean has the Trait "Corrupting magical ring: 3." The Player controlling the Trait "Corrupting magical ring" wants Sean to leave his friend Seamus behind. Sean, furthermore, has the Trait "Friend (Seamus): 3." The Action Master rules that the 3 Successes from the Trait "Corrupting magical ring" are canceled out by the 3 Successes Trait "Friend (Seamus)" and, although torn, Sean stays with Seamus. The Player controlling the Trait "Corrupting magical ring" is not satisfied, and spends 2 Wild Points to give the Trait "Corrupting magical ring" 2 Successes. The Player describes
the actions of the ring as, "The ring fills Sean's mind with paranoid thoughts that Seamus is trying to steal the ring for himself!"Sean's player doesn't like this, and spends 2 Wild Points of his own, countering the 2 Successes of the ring, reducing them back to zero. Sean's player describes this as, "Sean recalls all the good times he and Seamus have had." Since this is a Cinematic campaign, neither player can spend any more Wild Points, since 2 Wild Points is the maximum spendable. The Action Master rules that Sean is now -really- tempted by the ring, but still stays with Seamus.
Trope Traits represent literary tropes like "Never gets dirty" or "Always gets the girl" etc.
Using Trope Traits
Sean has the Trope Trait "Always Survives: 3." He is up against a giant spider, which has the Trait "Giant Spider: 5." The spider bites Sean, injecting poisonous venom. The Action Master rules that this is a slightly inappropriate use of the Trait "Giant Spider," since not all spiders are poisonous, and gives a -1 penalty, reducing the Trait of "Giant Spider" from 5 to 4. Sean's Trait "Always Survives: 3" is subtracted from 4, giving 1 Success. The Action Master rules that Sean is slightly dizzied by the poison, but that is all.
Spiritual Traits are things like Virtues, Vices, Conscience, Faith, Destiny, etc.
Using Spiritual Traits
Sean has the Traits "Lazy: 3" and "Friendly: 3." A friend asks him to accompany him on a journey. The Action Master compares Sean's Lazy and Friendly Traits, subtracting one from the other, for a total of zero. The Action Master rules
that Sean may do whatever his player wishes, but will get no bonus either way.
Personality Traits are things like Passions, Obsessions, Drives, Sanity, etc.
Using Personality Traits
Sean has the Trait "Sanity: 3." He unfortunately witnesses the rising of Cthulhu. The Action Master rules that this is a change to Sean's Sanity Trait. Cthulhu has the Trait "Old One: 9." Subtracting Sean's Sanity of 3 from Cthulhu's Old One of 9 gives a modifier of -6. However, no modifier can be greater than 3, so the modifier is reduced to -3, sending Sean's Sanity Trait to zero. (Yes, I'm fully aware that Sean should but reduced to something like "Insane: 3," but the mechanics provide to allowance for that. Suggestions for the next version of Signature are appreciated.)
Item Traits are things like Favorite Sword, Personal Vehicle, Locations, Big Mecha, etc.
Using Item Traits
Sean has the Trait "Magical Water of Light: 4." He is fighting a giant spider, which has the Trait "Giant Spider: 5." The giant spider also has the Trait "Afraid of Light: 2." Using the "Magical Water of Light" Trait, Sean thrusts the bottle of magical water into the spider's eyes. The Action Master rules this is an appropriate use of the "Magical Water of Light" and "Afraid of Light" Traits. The Action Master adds the 4 Successes from the "Magical Water of Light" and the 2 Successes from the "Afraid of Light" Traits, yielding an astounding 6 Successes. The 6 Successes are reduced to 3 Successes, since
no Action can give more than 3 Successes. The Action Master rules that the giant spider is paralyzed by the light from the magical water, and Sean continues on his way.
"Negative" Traits are things other RPGs would call a Disadvantage. These are things that seemingly penalize the character. However, in some situations a "Negative" Trait can be helpful. For example "Hard of Hearing: 2" could help a character resist a sonic attack.
Using "Negative" Traits
Sean has the Trait "Short: 2." He is trying to hide from a bunch of Orcs in tall grass. The Orcs have the Trait "Orc: 3." The Action Master rules that Sean gets a +1 bonus to his Action, since Sean's clothing blends in with the color of the grass. The Action master further rules that since Orcs are pretty dumb, they receive a -3 penalty to their Trait "Orc: 3" to find Sean. Adding the +1 bonus to Sean's 2 Successes from his Short Trait gives 3 Successes. Subtracting 3 Successes from the Orcs' 3 Successes from their "Orc" Trait gives 0 Successes. Adding the 3 Successes to the 0 Successes gives 3 net Successes to Sean, which is a complete Success. The Action Master rules that the Orcs pass right by Sean, none the wiser to his presence.
Idea Traits are things that enable the players to get hints from the Guide. For example Idea, Creativity, Translator, etc.
Using Idea Traits
Sean is facing a group of Orcs. He doesn't wish to fight them, as Sean is a terrible fighter. Sean's player invokes Sean's "Idea: 3" Trait. Since this Trait is rated 3, the Action Master must give an answer that will result in complete success for Sean. The Action Master suggests that Sean try to get the Orcs to fight amongst themselves to prove who is the strongest.
Symbolic Traits are things that symbolize a general area of influence. For example, Fire might cover physical and aggressive actions; Water might cover personal influence and adaptability, and so on.
Using Symbolic Traits
Sean has the Trait "Water: 3." In the particular game Sean is in, Water represents personal influence and adaptability. So, when Sean tries to get some information at a local bar, his Water rating is checked. This results in a 3, which, barring any modifiers, is a complete success.
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