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Psychological Nature

Under heavy construction

Every person has a Psychological Nature that affects their personality and Stats--the latter granting common, rare, and even unique Traits. There are fifteen Archetypes of Psychological Nature; each person will resemble one more closely than the others. While there are some reliable dynamics between Natures, they shouldn't be taken as infallible, or universally applicable. No person will be a perfect match to any single Archetype.

Any amount of personal growth in Maturity and/or character will not negate one's Nature, though it can compensate for inherent weaknesses and increase certain Stats. Every person's Nature both directly and indirectly affects their personality, as well as their ability to perform Volition. Distinct Natures are represented by certain Archetypes, which in turn are derived from nature. Natures grant Stats, and Stats grant Traits.

When creating a character, choose an Archetype and determine the character's Maturity. Assign the points granted by the character's Maturity to their Stat values, using your chosen Archetype as a guideline. The Archetype's description will tell you what Stats to assign first.

Archetypes/Natures

Stats

Every character has a value assigned to each of these. While their values are set upon a character's first appearance, their growth is determined by the character's actions. Some Stats are physical in nature while others are psychological; I will need to develop a better method of portrayal for them.

Note

The number of values available to assign to a character's Stats scales by the character's Maturity. Maturity is mainly determined by age, but can also be effected by experience in special cases. In order to ensure Stats are balanced, younger characters will have high values in a couple of Stats and low values in all the others, while older characters will have a more even distribution.

Traits

Traits are granted by certain values of Stats, such that a high Benevolence Stat will yield the Trait Generous. Some characters possess Traits unique to them, and some situations grant unique Traits.

Status Effects

These can both give and receive effects to/from Stats and Traits. They can be permanent(unmitigated), permanent(curable), long-term, and short-term. I don't yet have a comprehensive list, but some Status Effects originate from the influence of Volition, some from disease, and other from physical or social conditions.

Some examples

Bound

Sets Constitution to 0. A character with this Effect cannot be harmed or killed.

Wet

Decreases Dexterity by 1 point, and increases Prominence by 1 point. The character will make more noise and be more easily noticeable.

Marked

Increases Prominence and Threat Level by 1 point. Townsfolk will be wary of and/or antagonistic toward the character, and positive Reputation will grow at a slower rate, after the initial decrease following the acquisition of the Effect.

Public Goodwill

If a character commits a Benevolent Action, NPCs within or associated with the corresponding organization or location will look well upon them. Increase Reputation by 3 points per level of Severity of the Action, and increase the character's Confidence by 1 point when interacting with associated NPCs or characters.

In the case that a character commits a Benevolent Action without a Witness, increase Discipline by 1 point.

Note

Characters' Reputations vary with respect to the observer, and are determined by region and affiliation. When calculating a character's Reputation with another character, check which associations both have. When determining the disposition of an NPC toward a character, use the region and affiliation of the NPC. For example, two characters associated with the same Guild receive 1 point of Reputation each.

Threat Level works in a similar fashion, though it scales by Constitution, Fitness, Tenacity, and Reputation combined. If the character's Constitution, Fitness, and/or Tenacity is higher than the NPC's, increase Threat Level by 1 for each Stat. If the character is meeting an NPC with the Trait Paranoid for the first time, increase Threat Level by 1.


Comments

Author's Notes

All of my work takes inspiration from The Elder Scrolls—Skyrim in particular, and this system is no exception. I also took ideas from The Lord of the Rings Online for the Reputation aspects, and from Star Wars: Knights of the Old Republic for the Benevolence Stat functions. If you haven't noticed yet, I really like video games. XD


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