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Dark Heresy Traits and Passions

Dark Heresy Traits and Passions

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Published by Brian Rae
For Dark Heresy
For Dark Heresy

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Published by: Brian Rae on Jan 11, 2013
Copyright:Attribution Non-commercial

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08/07/2013

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TRAITS AND PASSIONS
 A FRAMEWORK FOR GUIDING CHARACTERPERSONALITIES IN THE 41
ST
MILLENNIUMIMPERIUM OF MAN
UNOFFICIAL SUPPLEMENT FOR DARKHERESYPRODUCED FOR DARK REIGN BYLUDDITE
 
- 2 -
Disclaimer:
The following rules arebased on those written by Greg Stafford for the Pendragon RPG, andbadly and shamelessly adapted foruse with the Dark HeresyRoleplaying Game.
 
Dark Heresy, like all roleplaying games,should be about character, personalityand story. Every character should bedefined by both their deeds and theirfeelings. No great character inroleplaying should be a ‘cardboard cutout’; a mere two dimensional set of numbers on a character sheet. Mostplayers aren’t actors and roleplaying acharacter consistently is demanding anddifficult, even for veteran players.Personality in real life is expressedthrough a series of traits, and theserules attempt to replicate such traits inorder to help the player understandtheir character, the setting they areliving within, and to provide a consistentset of guidelines to help therepresentation of a character that mightbe quite different from the player.Traits and passions are used to quantifya character’s typical behaviour. Theyare used to make roleplaying easier byproviding guidelines on how thecharacter has acted, acts, and is likely tocontinue to act. Numerical values areassigned to and dice rolls made againstthem to help the player understand theircharacter and represent themconsistently.
 Why do you needtraits and passions?
 You don’t.Many players are happy to play theircharacter according to their owndefinitions, preferring to make andenforce their own perception of how theircharacter will act.This system is offered for those playersthat need or want to provide themselvesa guidance framework for playing thecharacter, and provides the followingbenefits.
 
Reputation
Keeping track of a character’s‘reputation’ becomes easier. Are theyknow as good, bad, or simply ‘colourful’.This becomes easier to assess.
Entertainment
The interaction of various charactertraits and the interplay betweencharacters with different personalitiescan provide a great deal of fun. Often,for the sake of ‘game harmony’, playerswill abandon or compromise theircharacter concept. Quantifying thecharacter provides a more structuredand entertaining way to try and resolvethese conflicts ‘in character’. Byquantifying the various aspects of acharacter, internal conflicts becomegreat fun as the player wrestles withconflicting parts of the character’spersonality. Lastly, traits and passionscan have a direct effect on the game asthe character is able to use them forinspiration to achieve great tasks orperform memorable deeds.
 Accuracy
Even the best roleplayers will find itdifficult to sustain a character over time.By quantifying the various aspects of acharacter’s personality, It is easy toremember or refer to a consistent modelof that character’s past and potentialbehaviour. Also, the numbers willchange over time, reflecting accuratelyhow the character changes in responseto his experiences and adventures.
 Authenticity
Dark Heresy is a roleplaying gamedealing with stories of the Acolytes of the Inquisition. The game takes place inthe Imperium of the 41
st
Millennium, inan age of grim darkness, perpetual warand of horror and terror that lurks atevery turn. Individualism, democracy,freedom and justice are seditiousconcepts. Merciless brutality andcallous authoritarianism is the norm. player controls the actions of charactersthat are likely to be very different fromthem, and are expected to actappropriately to their station; but howcan the player know what is appropriateand correct? Traits and passions
 
- 3 -provide an effective method of determining what is appropriate andcorrect within the setting of theImperium. Of course you may play aradical character that bucks thosetrends, but at least you have a clear ideaas what constitutes those trends in thefirst place!Of course the use or otherwise of traitsand passions is entirely optional, butplayers may find the benefits of usingthem to be worth the effort.
Traits
Every character has a series of personality traits that are pairedand opposite.
Chaste / LustfulEnergetic / LazyForgiving / VengefulGenerous / SelfishHonest / DeceitfulJust / ArbitraryMerciful / CruelModest / ProudPious / WordlyPrudent / RecklessTemperate / IndulgentTrusting / Suspicious Valorous / Cowardly
Chaste / Lustful
Chaste characters are in control of their libido, maintain monogamousrelationships, and refrain from crudeor bawdy behaviour. Highly chastepeople are probably celibate. Lustfulcharacters engage in intercoursewith many partners. Highly lustfulpeople are lewd and bawdy, given tofrequent profanity.
Energetic / Lazy
Energetic characters are driven andindustrious, well able to motivatethemselves and to work on throughadversity and fatigue. Lazycharacters are inactive, sedentaryand indolent.
Forgiving / Vengeful
Forgiving characters are willing tooverlook real or imagined insults andinjuries, whereas vengefulcharacters are likely to seekrestitution or revenge at everyopportunity. Highly forgivingcharacters are humble, gentle, kind,and ‘meek’. Highly vengefulcharacters are often oversensitive,vindictive and spiteful, seeinginsults in the least slights, or evenwhere no insult occurred.
Generous / Selfish
Generous characters are liberal ingiving or sharing and free frommeanness or smallness of mind orcharacter. Selfish characters careonly for themselves and areconcerned primarily with their owninterests, benefits, and welfare,regardless of others.
Honest / Deceitful
Honest characters are genuine,truthful and sincere in themselvesand their dealings with others.Honest characters tend to inspiretrust in others as their word istrustworthy. Deceitful charactersare false, fraudulent, insincere,tricky liars, and otherwise unworthyof trust.
Just / Arbitrary
Just characters are guided by truth,reason, justice, and fairness. Oftenupholders of the law, they prefer anaccord with what is right and proper,and will stand against unjust laws orsituations. Arbitrary characters areguided by chance, whim, or impulse,and not by necessity, reason, orprinciple. They consider theirindividual judgment more important

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