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Super1nan dlsuuised as Clark 1\en nlild-mannered<br />

repvrter fvr a ureat metrVP()IItan newspaper Huhts a never­<br />

endinfl batue f()r b-uth Justice and the 4met·l£.an way.<br />

MAKEUP AND COSTUMING<br />

When an Actor puts on makeup and a costume and<br />

walks out upon a stage, she wears more than these thm<br />

outer alterations <strong>of</strong> appearance. In order to play a role, an<br />

Actor must take on the attitudes, abilities, mind-set,<br />

history, appearance, potentials, and deficits <strong>of</strong> her role<br />

The character as we see it is the end product <strong>of</strong> a whole<br />

life, lived before we were ever privileged to view it. The<br />

character is the sum total expression <strong>of</strong> that previous hfe<br />

What follows is a method <strong>of</strong> taking thts totality <strong>of</strong> expres­<br />

sion, and distilling it down to 1ts essence. In roleplaying,<br />

it is these essences that we deal w1th in terms <strong>of</strong> the rules<br />

In Theatnx, we distill each character down into four basic<br />

categories <strong>of</strong> essence, whtch are termed 'Tra1ts'. We deal<br />

with four basic types <strong>of</strong> Traits, which are ...<br />

q Physical and Mental Attributes- These six<br />

Traits comprise a descriptton <strong>of</strong> each<br />

character's physical and mental capabilities,<br />

and include Strength Stamina, Coordination,<br />

Intellect, lntuitJon and Presence<br />

q Skills and Abilities - Skills are Traits that<br />

measure the depth and facility <strong>of</strong> your<br />

persona's knowledge in particular areas, and<br />

expertise at various tasks. Abilities are very<br />

much like Skills, but cover feats <strong>of</strong> a<br />

paranormal nature that <strong>of</strong>ten fall outside the<br />

realm <strong>of</strong> normal leammg.<br />

q Personality Traits - These Tra1ts form a<br />

description <strong>of</strong> your persona's major<br />

psychological motivattons<br />

-Anonymous<br />

q Descriptors -These Traits help to portray<br />

the effects <strong>of</strong> a role's background, history,<br />

and soctal position, as well as some physical<br />

oddities and paranormal features<br />

By dealing with these simplified facets <strong>of</strong> character­<br />

ization, ie. Traits, we can provide a basis for a usable<br />

system <strong>of</strong> rules The rules, 1n turn, provide a consistent<br />

method <strong>of</strong> adjudicating the results <strong>of</strong> various actions<br />

wtthin the game world<br />

QUANTIFIERS<br />

The basic composttton <strong>of</strong> each Trait is a description<br />

<strong>of</strong> it, in language To make judgements about a character's<br />

Traits even easier, certain Traits will be further distilled<br />

down by asstgning them a smgle number, from '0.0' to<br />

'1 0.0'. This number, or 'quantifier', will tndicate the rough<br />

magnitude, or strength <strong>of</strong> that Trait. Traits are somettmes<br />

quantified in this way to provide a better objective guide<br />

for decisJon maktng Keeping each Trait's baste descnp­<br />

tJon tn mtnd. we are able to do some pretty neat things with<br />

those numbers as you'll see 1n the next chapter, titled<br />

'Lights ... Camera ... Action!'<br />

SCALING<br />

Theatrix is also a universal roleplaying game, and<br />

the same Range <strong>of</strong> numbers (from '0 0' to '10 0') will be<br />

used to quanttfy T ratts across all Theatnx Settings. How­<br />

ever because some Settings are gntty and realistic, while<br />

others are more expanstve and grandiose, th1s can lead<br />

to problems. For example, a Nobel Prize winnmg physt­<br />

cist in a realistic modem day Setttng, might be considered<br />

barely competent in a futuristtc dimension hopping fan­<br />

tasy Yet mastery <strong>of</strong> physics must bear the same numeri­<br />

cal quantifier in either Setting (although the actual knowl-<br />

Thall ix - The Core Rules 29

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