Personality Attributes

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Personality attributes describe a character’s mind and mental power. This section also covers ethical and religious considerations.

INTELLIGENCE [3d6] Key Attribute[edit | edit source]

The ability to reason and articulate. For PCs, Intelligence may be best dealt with as Memory.

3d6
Memory Reasoning
03–05
Absent Minded Moronic/Stupid
06–08
Forgetful Slow Witted
09–12
Average Average
06–08
Good Clever
16+
Excellent Genius

PC Intelligence[edit | edit source]

Intelligent players often have difficulty playing stupid PCs (and vice-versa). The GM should make an attribute test when a dumb character attempts something clever.

When testing Memory, a higher Intelligence may be simulated with GM reminders such as “I’m sure you remember that terrible flood in Tharda in 707 in which thousands drowned”.

Animal Intelligence[edit | edit source]

All entities are measured on the same intelligence scale. However, animal intelligence has a major instinctual component and is not always directly comparable to that of another species.

AURA [3d6] Key attribute[edit | edit source]

Hârnic philosophers believe that all living things have Aura and that the physical body is simply a place where the immortal spirit currently resides. High Aura indicates high psychic ability, and is the most important attribute for psionics and magic (although Will and Intelligence are also vital).

MODIFIERS
Mod
Species
+2
Human (Female)
+4
Sindarin
–2
Khuzdul

WILL [3d6] Key attribute[edit | edit source]

Mental strength, tenacity, and patience. A character with low Will lacks confidence, panics easily, and has difficulty with tedious tasks. Those with high Will are resolute, confident, and stubborn.

MODIFIER
Mod
Species
+3
Khuzdul

MORALITY [Choice or 3d6][edit | edit source]

Morality is a measure of unselfishness and is a crucial attribute for a PC’s religion. It is best if players choose a score from the Morality Table that suits their roleplaying style. Actions speak louder than words. The GM may remind a character’s that his plan is unreasonable given his Morality. The GM should adjust Morality up/down whenever a character’s actions do not suit the attribute. Record number and description.

MODIFIER
Mod
Species
+3
Khuzdul

Morality Table[edit | edit source]

3d6
Morality Descriptions
 
03–04
 
Diabolical: One who never feels guilt and obeys laws only if convenient. There is no act of depravity the diabolical character will not commit for personal advantage.
 
05–07
Unscrupulous: One rarely troubled by guilt or influenced by considerations of right or wrong. The unscrupulous character behaves in whatever manner suits the desired objective. An ethical code may be based on a principle such as “survival of the fittest” or “the end justifies the means.”
 
08–10
Corruptible: A moral chameleon who probably ascribes to some kind of ethical code, but will do almost anything for pleasure or profit. The corruptible character tends to view law as an unreasonable constraint, and will bend/break rules with little regard for moral consequences.
 
11–13
Law-Abiding: One who respects law and custom, and strives to maintain high moral standards, but sometimes lapses. The law-abiding character will usually keep promises made and avoid harming others, but has little difficulty committing violence in a “just” cause. This character suffers guilt after sinning and can be inspired to virtue.
 
14–16
Principled: One reluctant to cause suffering. Although honorable and dutiful, this character is capable of vanity, greed, and hatred, but will be troubled by guilt when this occurs.
 
17–18
Exemplary: One who is motivated by the desire to be kind, fair, and honorable, regardless of personal cost. This person may be overly proud and hard to live with.
 

PSYCHE [1d100][edit | edit source]

Phobias, manias, and other mental disorders can be great fun in roleplaying, but they can also be disruptive. Use only at GM discretion.

The list of mental disorders is not comprehensive. The list is weighted towards disorders that are the most playable. If a mental disorder is generated, also roll on the Severity table (below) and pray for a low roll.

A phobia is an irrational fear/aversion. When likely to be stimulated by an appropriate situation, the GM tests the character’s Will to determine if the phobia can be resisted or not. If relief is impossible, a character may faint, become hysterical, go berserk, etc.

A mania is an irrational fascination, obsession, or compulsion, usually to excess.

PCs must roleplay any disorder they possess. A character with Pyromania should take every reasonable opportunity to start a fire; a character with Hydrophobia is unlikely to enjoy swimming, boating, etc. Severity of the disorder is, of course, relevant in the actions that are taken. If actions do not reflect a disorder, the GM may inject appropriate (and nastier) effects.

GM Option One: Reward players with three points which they can add to attribute(s) of their choice (except Will) if they risk a roll on this table.

GM Option Two: Make a GM roll for Mental Disorders. Treat disorder as latent, and advise player only when appropriate.

GM Option Three: Treat the level of Severity as variable and make a new roll on this table when a disorder is triggered. It is quite possible for someone with Acrophobia to climb a mountain with no problem, but panic sitting atop a twenty feet wall. Phobias are irrational.

Severity Table[edit | edit source]

1d100
Severity Resist Test
01–60
Mild Will x5
61–90
Moderate Will x3
91–00
Severe Will x1

Mental Disorder Table[edit | edit source]

1d100
Morality Descriptions
 
01–03
 
Acrophobia (fear of heights)
04–05
Aichmophobia (fear of sharp blades, etc.)
06
Algophobia (fear of pain)
07–08
Astraphobia (fear of thunder/lightning)
09
Ballistophobia (fear of missiles)
10–11
Bulimia (eating mania)
12–14
Claustrophobia (fear of confined spaces)
15
Cynophobia (fear of dogs)
16–17
Dyslexia (learning/reading disorder)
18-19
Entomophobia (fear of insects/spiders/etc.)
20–22
Gamblamania (gambling mania)
23–24
Gephyrophobia (fear of crossing bridges)
25
Heliophobia (fear of sun/daylight)
26
Hemophobia (fear of blood)
27–28
Hydrophobia (fear of water/drowning)
29–31
Hypochondria (imagined illnesses)
32
Ivashuphobia (fear of Ivashu)
33–35
Kleptomania (compulsion to steal)
36
Megalomania (exaggerated self-worth)
37
Mysophobia (fear of dirt/filth)
38
Multiple Personality*
39–40
Musophobia (fear of mice/rats)
41–43
Necrophobia (fear of corpses)
44–45
Nyctophobia (fear of darkness/night)
46
Ophidiophobia (fear of snakes)
47
Ornithophobia (fear of birds)
48
Paranoia/Persecution Complex
49
Psychopathy (cannot tell right from wrong)
50–51
Pvaraphobia (Fear of Magic/Wizards)
52–54
Pyromania (fascination with fire)
55–56
Pyrophobia (fear of fire)
57
Sadism (pleasure inflicting pain)
58–59
Sex Mania/Deviancy
60
Theophobia (fear of divine retribution)
61
Toxicophobia (fear of being poisoned)
62–63
Violent Temper (loses control)
64
Xenophobia (fear of strangers)
65
Yaelaphobia (fear of the moon)
66–70
Multiple Disorders (roll twice more)
71–00
No Mental Disorders
 
* Generate 2nd character with new Personality Attributes (only). Character may change personality in stressful situations, based on a resistance roll against Will. The primary personality is neurotic and totally unaware of the secondary personality. The latter, on the other hand, is aware of the primary personality and often takes desperate actions to try and overcome the neurosis of that personality.
 

SEXUALITY [Choice or 1d100][edit | edit source]

1d100
Sexuality
01–90
Heterosexual
91–96
Bisexual
97–00
Homosexual (exclusively)