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  • Personality Traits
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  • Fleshing out your character's personality - the traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity - will help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your character's favorite words or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you can imagine. Each background presented later in this chapter includes suggested characteristics that you can use to spark your imagination. You're not bound to those options, but they're a good starting point.
  • There are an assortment of personality traits to choose from upon Chargen. They provide minuscule bonuses to various skills, but should ultimately be used as a roleplay tool. These can be picked in the Magical Make Me A Personality Booth in the +ooc room, and you may have up to 6. However, all decisions are final when you leave the booth. You cannot reenter it after you leave.
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abstract
  • Fleshing out your character's personality - the traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity - will help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your character's favorite words or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you can imagine. Each background presented later in this chapter includes suggested characteristics that you can use to spark your imagination. You're not bound to those options, but they're a good starting point.
  • There are an assortment of personality traits to choose from upon Chargen. They provide minuscule bonuses to various skills, but should ultimately be used as a roleplay tool. These can be picked in the Magical Make Me A Personality Booth in the +ooc room, and you may have up to 6. However, all decisions are final when you leave the booth. You cannot reenter it after you leave. * Loves Own Species * Soft-Spoken And Subtle * Nervous And Shy * Aggressive * Practical Joker * Addicted To Gambling * Outgoing Social Butterfly * Narcissistic * Respectful * Intensely Paranoid * Super-Competitive * Hates Own Species * Homebody Wallflower * Wanderlust * Law-Abiding Morality * Chaotic Cowboy Morality * Blind Pacifist * No Regard For Sentient Life * Doom And Gloom * Frivolously Light-Hearted * Always Looking Out For Number One * Devoted To A Cause * Genial And Cooperative * Worships Credits * Incapable Of Compromise * Utterly Lacks Backbone * Extreme Packrat * Lazy * Extremely Manipulative * Just Plain Insane * Hates Other Species * Adrenaline Addict * Obsessive-Compulsive * Gruff And Stubborn * Plain-Spoken And Blunt * Hot-Headed And Impulsive * Utterly Incorruptable * Unprincipled Cad * Hedonistic Fiend * Sarcastic * Apathetic * Crafty And Sly * Eccentric * Cautious * Brash And Arrogant * Klutzy And Absent-Minded * Cynical * Outrageously Flamboyant * Opportunistic * Blindly Loyal * Spiteful And Embittered * Brutally Honest * Highly Argumentative * Asocial Loner * Cold And Analytical * Fiercely Emotional