Personality Traits (Alpha 0.1)
Added 2021-09-20 18:47:49 +0000 UTCRather than utilizing a mechanic or parameter to track if a creature or character is good or evil, Quests of Change uses a Personality Trait system. When creating a character, players assign their character two defining personality traits of their choice. While these traits are a great guideline for roleplaying characters, every Personality tweaks elements of gameplay, augmenting stats or providing a character with an ability. GMs are also able to provide key antagonists with personality traits, furthering guiding how they could be roleplayed while simultaneously augmenting their abilities. Additionally, through effects such as hypnosis and transformations, Personality traits my be forced upon a character or even temporarily suppressed.
The current development plan is to include over roughly one-hundred or more personality traits in the Quest of Change.
At the time of the early Alpha 0.1 Release, the following personality traits are available:
Arrogant: Each combat, as long as you have not sustained damage during this fight, the outcome of all of your rolls are improved by +1.
Selfless: (Cannot be taken with selfish) When you cast a beneficial spell or activate a beneficial ability that targets one or more of your allies such as an effect that restores HP or temporarily improves a stat, the outcome is increased by +1.
Selfish: Whenever you are the target of a beneficial spell that either heals you or temporarily raises a stat, the result is increased by +1.
Spiteful: Add +1 to status effect rolls against damaged creatures
Hasty: Speed +2
Bold: If you hit a target with a ranged attack from a range of less than or equal to half that attack’s maximum range, it deals 2 additional damage.
Lax: By resting for one hour, you can regain an amount of HP, Will, and MP equal to half your maximums.
Gentle: All damage you would deal is reduced by 2, but all temporary stat buffs and HP you heal is increased by 2.
Wily: Offensive spell range +1
Brutish: -3 resolve, +1 HP per level and +1 Strength
Hardy: +2 HP per level
Creative: Are adept with a form of art of your choice such as as painting, sculpture, or an instrument.
Calm: When resolving effects of a magic or cursed item that factors your resolve, treat your resolve as being +2 higher
Well-Intentioned: You can cast Salve.
Pure-Hearted: As long as you have no tiers of corruption, increase each of your stats by +1. Additionally, if an effect would give you a tier of corruption, roll 1d10. On a roll of 10, negate that effect.
Sassy: You add +1 to attack rolls against creatures that have attacked you this combat, but creatures you’ve attacked add +1 to attack rolls against you.
Dense: Psychic damage deals -2 damage to you to a minimum of 1.
Degenerate: Your Finesse and Speed increase by +1 for each tier of corruption you have.
Lustful: If you’ve had a sexual encounter today, each of your stats get +1 for the rest of the day. If you haven’t, the get -1.
Motherly/Fatherly: Adjacent allies get +1 resolve and +1 Defense.
Hothead: Whenever you take damage, until the end of your next turn, your strength temporarily increases by 1. (Stacks)
Vengeful: Whenever you take damage, until the end of your next turn, your mind temporarily increases by 1. Stacks.
Skittish: If you sustain damage from a single attack that deals more than half your maximum HP, if this attack does not put you at 0 HP, your movement temporarily increases by 3 and your placement in the turn order is changed, causing you to take your next turn as soon as possible.
Bookish: Increase your Knowledge by 3 but decrease your physicality by 3.
Ditzy: Decrease your awareness and knowledge each by 3, but increase your diplomacy by 6.
Unassuming: Increase your subtlety by 3 but decrease your diplomacy by 3.
Brave: Add +1 to your will for each of your levels. Additionally, If you would be inflicted with the frightened condition, roll 1d4. On a roll of 4, ignore that condition.
Honest: Increase your diplomacy by 3 but decrease your subtlety by 3.
Cultured: When making an awareness or knowledge roll that relates to the arts, add +5.
Blunt: Reduce your subtly by 8, but increase each other utility stat by 2.
Clingy: As long as you’re on an adjacent space to at least one ally, you add +1 to your finesse, defense, and resolve. However, if you are not adjacent to an ally, you reduce these stats by -1 instead.
Lone Wolf: As long as you’re not within two tiles of an ally, increase your strength, mind, and finesse by +1. However, if you’re within two tiles on an ally, these stats are reduced by -1 instead.
Comments
Thank you so much!
Quests Of Change
2021-09-21 02:50:52 +0000 UTCI'm beyond excited for all of this! Long time follower!
Mephest
2021-09-21 02:18:24 +0000 UTC