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edge represented by that number may vary). We'll solve<br />

this dilemma through 'Scaling'. Scaling is the method by<br />

which the same Range <strong>of</strong> numbers ('0.0' to '10.0') may be<br />

applied, with roughly the same meanings, to any Setting.<br />

AND MORE ...<br />

By using Traits, quantifications, and Scaling, you'll<br />

be able to create a complete Theatrix persona, and get<br />

precisely the character you want, for any genre you can<br />

imagine. The rest <strong>of</strong> this chapter will now take you through<br />

this process in much greater detail, step-by-step. We'll<br />

start with a talk about how a Trait's description and<br />

quantifier interact, and then move on to Scaling, to give<br />

you a feel for how we juggle those numbers, and what they<br />

mean. Next, we'll look at each Trait separately, and detail<br />

how each one is used within the game. Lastly, we'll<br />

discuss how to use all <strong>of</strong> this information to actuallycreate<br />

a character, although we'll save any hard rules and limits<br />

on this process for you to come up with (<strong>of</strong> course each <strong>of</strong><br />

our Setting Books will fully detail a character creation<br />

'system' appropriate to its genre). So lets begin at the<br />

beginning.<br />

TO QUANTIFY OR NOT TO<br />

QUANTIFY ...<br />

The basic form <strong>of</strong> every Trait in Theatrix is a<br />

description <strong>of</strong> that Trait, in language, from a few words to<br />

a few sentences in length. What you describe is basically<br />

what you get (we'll talk about the best methods for<br />

describing each Trait under its specific section later in this<br />

chapter). Some Traits, as we've said, are also assigned<br />

a number, or quantifier. Traits can then be classified as<br />

either Quantified Traits, Descriptive Traits, or Unquantified<br />

Traits, depending upon whether they're assigned a quan­<br />

tifier or not, and how that quantifier (if any) is used.<br />

QUANTIFIED TRAITS<br />

Skills, Abilities, and Personality Traits are all Quan­<br />

tified Traits. Although all Traits in Theatrix have some<br />

form <strong>of</strong> description associated with them, these Traits will<br />

rely heavily upon a simple numerical tag to simplify the<br />

decision making process. Although the Director should<br />

always attempt to make good use <strong>of</strong> a Quantified Trait's<br />

description, emphasis is <strong>of</strong>ten placed upon the numerical<br />

quantifier.<br />

DESCRIPTIVE TRAITS<br />

The Physical and Mental Attributes are Descriptive<br />

Traits. These Traits exist primarily in descriptive form, but<br />

will still lend themselves to quantification when neces-<br />

30 Theatrix- The Core Rules<br />

sary. In this way, these Traits are both quantified and<br />

unquantified at the same time, although the emphasis is<br />

placed upon their descriptions. For example, even though<br />

Attributes may be easily quantified, the Director still uses<br />

their descriptions to help decide the basic Success and<br />

Failure <strong>of</strong> actions, to adjudicate their Difficulties, and to<br />

help determine the Results <strong>of</strong> those actions (for more<br />

information on these topics, see the next chapter, titled<br />

'Lights ... Camera ... Action!'). All this demands that each<br />

description be complete. Using an example <strong>of</strong>the Physical<br />

Attribute <strong>of</strong> Strength, we <strong>of</strong>fer the following two choices ...<br />

¢ A big, strong, tough dude.<br />

¢ Or, this character is very strong, but in a<br />

Sumo wrestler, anchored sort <strong>of</strong> way. He<br />

stands only 5'8, but is very heavy. To someone<br />

who has never seen hlm in action, he would<br />

seem simply overweight. He doesn't have<br />

great flexibility, nor maximum lifting power,<br />

but he can be impossible to move. His forte<br />

would be the lunge. Over a short distance his<br />

opponent would be horrified at how much<br />

speed he can pick up. His size, speed, and<br />

strength can then combine for a ferocious<br />

attack.<br />

The first example is not satisfactory. It gives us no<br />

sense <strong>of</strong> the role's advantages and deficits, and no sense<br />

<strong>of</strong> what this role might accomplish. This is a storytelling<br />

game. Tell a story when you describe your character's<br />

Traits (Attributes or otherwise). This is essential not only<br />

to your own roleplay, but also to your basic ability to<br />

Succeed at tasks involving those Traits.<br />

The second description, on the other hand, tells us<br />

much. We get a sense <strong>of</strong> the persona's advantages, and<br />

some <strong>of</strong> the persona's deficits. We can see what kinds <strong>of</strong><br />

actions will be easier for this character, and also what<br />

actions might be more difficult. With a description this<br />

complete, the Director should rarely need to rely upon this<br />

Trait's quantifier. This is why the quantifier for a Descrip­<br />

tive Trait is considered an optional tool for the Director's<br />

use, when needed.<br />

Quantifiers for Descriptive Traits<br />

Our suggestion for Descriptive Traits is that the<br />

Director jot quantifications down, but keep these numbers<br />

from the Actors. A good description should be more than<br />

enough for roleplay, and an actual value will only inter­<br />

fere with this process. Due to the nature <strong>of</strong> Descriptive<br />

Traits, the Director may be required to alter the value <strong>of</strong><br />

their quantifiers on the fly, depending upon how each Trait<br />

is used, so it's helpful to have thought out the Scaling for<br />

your Chronicle in a fairly detailed manner (see 'Scaling',

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