good traits, bad traits,

By badgertheking, in WFRP House Rules

ok this is something I have kind of stolen from another game and intend to develop and use in whrp.

At character creation a player get to pick good and bad traits on a 1 for 1 basis, so A player could take 3 good and 3 bad for example.

Now these should be more for roleplaying purposes rather than rules but a few can alter a players dice rolls.

SO for example-

Good Traits-

Good looking- your character is very handsome and gains 1 additional fortune dice in social encounters with the opoosite sex.

Good Leadership- your character is good at ordering others and keeping calm when doing so.

Funny Personality- Your charecter is good at making people laugh even in a bad situation.

Keen sense of smell- Your character has a good sense of smell.

Can handle booze- It takes alot to get your character drunk.

sensitive to peoples emotions- Your character is a sensitive person to others around him

Trustworthy- Other people Know they can trust you with there secrets.

Bad traits-

Heavy Drinker - Your character enjoys getting drunk a little to often.

Sligtly deaf- Your characters hearing is not very good.

Clumsy - Your character drops things and trips over a little to often.

Untrustworthy - Your character is a bit of a thief.

etc etc etc.

So its more for roleplaying your character, but as a GM if these are roleplayed well bonus fortune/ misfortune dice could be awarded. Also they could be the affect of many chaos star effects.

I am thinking of putting a list together of these traits but at the same time im thinking of just leaving it up to my playrs to come up with them to suit there character.

What do people think?

Comments and suggestions are welcome,

happy.gif

Sounds excellent!

Good for adding Fortune and Misfortune Dice to the mix. Fleshes out characters nicely as well.

When you are finished making up your lists, I would be happy to see you post them for review.

This is brilliant actually. You could keep it very simple by doing the following:

* max it out at one white and one black (as you have done).

* Player is required to come up with two or three recommendations and the GM chooses (then you don't need a big chart)

* This may work easier to link it to a skill (advanced personality skill/specialty). For example: link it to fellowship "personality". You need a term for "negative" personality traits though. We have "specialization" for good but what would be a good name for the "bad"? I'm thinking "weakness."
** Examples (from your examples): clumsy (weakness specialty in agility), Good looking (fellowship?? specialty), trustworthy (willpower specialty), funny personality (fellowship specialty to diplomacy).

This can be a very good, workable system. Is there a way to link it to the 10 questions as well? I think that would help pull it together.

jh

Linking it to thw 10 questions was something I was thinking about to help develop characters and roleplaying them.

One fortune/misfortune is defeintly the limit this is more for roleplaying than min/maxing.

I think a list is a bad idea as I want my players to come up with these so therer developing there own characters but im sure I small list to get imaginations flowing would not hurt.

Linking the traits to a skill is a great idea and weakness is the term I would use for sure. But rather than link them to a stas like you have suggested maybe link them to an actual skill. So Clumsy linked to Acrobatics, Handsome linked to Charm etc. Maybe this would be to much like a skill specealisation then and like I said before the main goal is to have chararcters roleplay these traits.

For example being addicted to Booze would be roleplayed but would add little in the way of skill dice. Or being scared of spiders.......... actually thats a misfortune dice when fighting big spiders hehehehe.

I think there is loads of scope here and I want my players to come up with anything they think there characters personality is.

Cheers for the feedback and If you want to start some lists feel free, the more ideas the better.