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should cover the main thrust <strong>of</strong> each role's purpose. So if<br />

an Actor wishes to portray a Vampire Gunslinger, she<br />

may either take the Primary Descriptor 'Vampire' (and be<br />

a Vampire who also happens to be a Gunslinger), or the<br />

Primary Descriptor 'Gunslinger' (and be a Gunslinger who<br />

also happens to be a Vampire). In any case, no character<br />

may have more than one Primary Descriptor.<br />

If several characters want the same Primary De­<br />

scriptor, such as may happen with the Primary Descriptor<br />

'Gunslinger' in an Old West Setting, then they must each<br />

take a Specialty <strong>of</strong> that Primary Descriptor. For example,<br />

the Main Cast <strong>of</strong> such a Chronicle might contain the<br />

Primary Descriptors 'Trick Shot', 'Fast Draw', and 'Eagle<br />

Eye', each a Specialty <strong>of</strong> 'Gunslinger'. Primary Descrip­<br />

tors will be discussed further in the chapter titled 'Impro­<br />

visation', later in this book.<br />

FLAWS<br />

Not every Descriptor must be complementary to a<br />

character. Every Actor should feel free to assign Flaws to<br />

their roles as well. A Flaw is a reoccurring problem that is<br />

personal to the role taking it. Flaws may be used to<br />

describe phobias, physical impairments, long-term and<br />

persistent interpersonal problems, perverse facets <strong>of</strong> a<br />

role's history and background, etc. Flaws may include<br />

such descriptions as 'Claustrophobic', 'Blind', 'Requires a<br />

special serum', 'Loses all power when bathed in green<br />

radiation', 'Walks with a limp', 'Interfering and meddle­<br />

some cousin', 'Wanted by the police', etc. The lives <strong>of</strong><br />

Main Cast characters are meant to be complicated by<br />

plotlines. That's why they're part <strong>of</strong> the Main Cast. But a<br />

Flaw is a way <strong>of</strong> letting the Director know that you have a<br />

preference for some particular complication. Flaws add<br />

depth to many types <strong>of</strong> characters.<br />

There's also a special bonus for taking a Flaw for<br />

your character. Anytime that your role's Flaw is intro­<br />

duced into an Episode, you receive an extra Plot Point for<br />

that character, at the end <strong>of</strong> that Episode. In one way<br />

that's not so bad, because if you're going to get in trouble<br />

anyway, you might as well get extra Plot Points for it.<br />

However, anytime your Flaw shows up, and you get the<br />

Plot Point for it (whether you want it or not), then the<br />

Director has the liberty <strong>of</strong> using your Flaw over and over<br />

again, in that Episode. For that Episode, your Flaw may<br />

become a major complication to your character, and<br />

possibly others. Of course, the more complicated an<br />

Episode, the more Plot Points everybody will earn (see<br />

the 'Improvisation' chapter), so again, this may not be so<br />

bad.<br />

You can Activate a Flaw in the same way as any<br />

other Descriptor, although there may be fewer opportuni­<br />

ties to do so. You may also use a Flaw in a non-dramatic,<br />

ie. Passive way, for characterization purposes, without<br />

gaining the Plot Point bonus, or adding the Flaw as a<br />

major plotline complication. So the mere presence <strong>of</strong> a<br />

Flaw does not always count toward gaining the bonus Plot<br />

Point for it. For example, if a persona had taken the Flaw<br />

<strong>of</strong> 'Blind', then we assume that role is blind in every<br />

Episode. However, the same persona probably has a<br />

variety <strong>of</strong> means for <strong>of</strong>fsetting that penalty, such as the<br />

Descriptor 'Highly acute senses', or a high Skill Rank in<br />

Walking Cane. To get the bonus Plot Point for being<br />

'Blind', that Flaw must be used dramatically, as a fairly<br />

major complication to the Episode. Such a dramatic use<br />

might have the character in question running from gun­<br />

men who are giving chase, lost, crashing into walls and<br />

over garbage cans, unable to find her way, and totally<br />

disoriented. That character had best think fast. The Flaw<br />

is now worth a Plot Point and may become a major<br />

reoccurring inconvenience. It's up to the discretion <strong>of</strong> the<br />

Director to decide how far she wishes to stretch the<br />

bounds <strong>of</strong> plausibility in making an Actor earn that extra<br />

Plot Point.<br />

GENERAL THEORY OF CHARACTER<br />

CREATION<br />

The use <strong>of</strong> the Traits detailed in this chapter should<br />

allow you to create almost any character your imagination<br />

can invent. The only limiting factor is your ability to clearly<br />

describe the functioning <strong>of</strong> your role's Traits to the Direc­<br />

tor. Once this is done, your character's possibilities will be<br />

free to fluctuate in a natural way, depending upon roleplay,<br />

plotline, and necessity. This simulates the way characters<br />

act and interact in movies, books, comic books, and<br />

television. But how do you come up with the kinds <strong>of</strong><br />

characters you've enjoyed in your favorite stories?<br />

Just as in well written movies, books, comic-books,<br />

and television, every well developed role in a Theatrix<br />

Chronicle has a purpose. When designing a character for<br />

Theatrix, you must keep the needs <strong>of</strong> the Chronicle in<br />

mind. The following section will describe a method <strong>of</strong><br />

generating a character concept, and then filling in the<br />

details, in a way that will work within the context <strong>of</strong> any<br />

Chronicle you wish to develop. This method is based<br />

upon purpose. Action defines who a persona is - action<br />

is character. Personality is action defined by a purpose.<br />

In order to create an interesting, 'living' role, you have to<br />

know what makes your character 'tick'. It's not enough to<br />

simply know what your character can do, and why she can<br />

do it. You have to know what your character wants to do,<br />

and why she wants to do it. In order to get there, you might<br />

try the following steps ...<br />

Theatr-lx- The Core Rules 45

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