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com1ng up next). That way, it's easy to produce a new<br />

value when you need one, Without slowing down the<br />

game. For example, you might assign a different value to<br />

the Strength Trait described above (our Sumo wrestler<br />

type), depending upon whether the role In question was<br />

lifting a barbell, or shoving an opponent back in a fight. Or,<br />

you may wish to temporarily reduce the quantifier for this<br />

Trait, if the character 1n question was wounded, etc.<br />

UNQUANTIFJED TRAITS<br />

Descnptors are Unquantified Traits which exist only<br />

in descriptive form (thus, their name). They will not lend<br />

themselves to quantification because their effect upon<br />

the game is too complex, and need not be handled that<br />

way in any case. With the knowledge in mind that this is<br />

a storytelling game, the effects <strong>of</strong> these Traits can simply<br />

be roleplayed as seems appropriate at the time.<br />

Unquantified Traits may have any Influences and reper­<br />

cussions that the Director des1res Actually. we're going to<br />

present several interesting ways <strong>of</strong> handling the ambigu­<br />

Ities <strong>of</strong> d1celess roleplay, such as those represented by<br />

Descriptors. We 'II discuss some <strong>of</strong> these methods later in<br />

this chapter, then pick up the speed <strong>of</strong> our discussion<br />

under the next chapter, titled 'Lights .. Camera ...<br />

Action!', and finally open up full throttle with the following<br />

chapter, titled 'Improvisation' Hang on to your seat.<br />

SCALING<br />

Descriptors not withstanding, the bulk <strong>of</strong> decision<br />

making In Theatrix IS, at the very least, guided by quan­<br />

tifications. To make using these numbers easier, even<br />

across widely varying genres, all Quantified Traits, as<br />

previously discussed, will be assigned numbers on a<br />

Range <strong>of</strong> '0.0' to '10.0'. Three points on this Scale are <strong>of</strong><br />

particular interest ..<br />

The '0.0' Mark-A score <strong>of</strong> ·o.o· is always the<br />

mtnimum score. It represents a Trait so low<br />

as to lack effect w1thtn the context <strong>of</strong> the<br />

story.<br />

Q The '3.0' Mark- A score <strong>of</strong> '3.0' is always<br />

considered the average for any Scale.<br />

¢ The '10.0' Mark-A score<strong>of</strong> '10.0' represents<br />

the practical limit <strong>of</strong> any Range; if there's a<br />

stronger Trait, it makes no sense to place it<br />

upon the same Scale.<br />

This d1stribut1on leaves a little more room at the top<br />

<strong>of</strong> each Scale (above the average <strong>of</strong> '3.0'), than at its<br />

bottom (below '3 0'), which is appropriate. Most <strong>of</strong> your<br />

Main Cast will tend to be hero1c in nature, and above the<br />

norm in many ways Leaving more room at the top <strong>of</strong> each<br />

Scale will allow for finer distinctions there, where they'll<br />

make the most difference.<br />

The limit <strong>of</strong> '0.0' to '10 0' will always represent the<br />

entire useful Range <strong>of</strong> any Quantified Trait. This allows<br />

Traits to be Scaled differently then, depending upon the<br />

Setting <strong>of</strong> a Chronicle and its particular needs, while still<br />

using the same Range <strong>of</strong> numbers, and maintaining each<br />

number's basic meaning.<br />

For example,lets again use the Physical Attribute <strong>of</strong><br />

Strength. Imagine a Chronicle set in a realistic modem<br />

day world, dealing with a school <strong>of</strong> highly trained martial<br />

artists. In such a Chronicle, a '10.0' might represent the<br />

Strength <strong>of</strong> a world class grand master in the martial arts,<br />

or an Olympic class weight lifter However, in a Chronicle<br />

set in the far future, aboard a Galaxy spanning starship,<br />

the Scale for Strength would also have to take mto<br />

account the existence <strong>of</strong> non-human races. In that Set­<br />

ting, a score <strong>of</strong> '10.0' could exemplify a Strength many<br />

t1mes that poss1ble for the strongest human. You'll be<br />

dealing with the same Range <strong>of</strong> numbers at all times, and<br />

although their specific meantngs will change with the<br />

Setting, they'll keep their basic connotations ('3.0' being<br />

the average, '1 0.0' being the high mark, etc.). In this way,<br />

our standard Range <strong>of</strong> numbers can be reused to serve an<br />

infinite variety <strong>of</strong> Settings.<br />

COMPLETING THE SCALE<br />

We'll give specific examples <strong>of</strong> how to go through<br />

the process <strong>of</strong> actually completing an entire Scale later,<br />

under the 'Setting' chapter For now, you should know<br />

that the basic method for Scaling any Trait involves<br />

creating a description <strong>of</strong> the magnitude <strong>of</strong> that Trait, at<br />

each major point upon its Scale, ie. the '1 0.0' mark <strong>of</strong> a<br />

Scale is formed by a description <strong>of</strong> the highest magnitude<br />

<strong>of</strong> that Trait, such as<br />

Strength at '10.0'- Olympic Record Wetght<br />

Lifter (capable <strong>of</strong> a snap, cling, and Jerk <strong>of</strong><br />

550 lbs.)<br />

The '3.0' mark Is likew1se formed by a description <strong>of</strong><br />

that Trait's average, such as ...<br />

¢ Strength at '3.0'- Joe Average ( capable <strong>of</strong><br />

bench pressing 200 lbs )<br />

This is generally repeated for each whole numbered<br />

point in the standard Range, from '0.0' to '1 0.0'. As long<br />

as all the participants 1n a Chronicle understand the<br />

meaning <strong>of</strong> each Scale, then it works. We'll d1scuss the<br />

Scaling to be used for the Traits In our genres, along With<br />

the other background material we provide in our Setting<br />

Theat.-lx- The Core Rules 31

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