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Personality Mechanics

Mechanics that reflect or affect the mental or emotional state of the character.

Social Mechanics Psychological Mechanics
Systems to govern interactions with other characters with conflicting goals, or goals that may be at cross-purposes; eg. seduction, interrogation, jockeying for status at a formal party. Systems to reflect the character's inner state, eg. phobias, emotional needs, coolness in combat.

Types of PMs

Derivation

Personality mechanics may determined by some combination of the following methods:

Source Description Examples
Fixed at Start Rolled randomly, chosen, bought etc. at character creation, invariable for the life of the character James Bond 007 Weaknesses, Storyteller Merits/Flaws, certain GURPS PMs, BESM weaknesses
Developed in Play As for Fixed at Start, but PMs may be modified in play through experience or other means Most GURPS PMs

Pendragon traits may be modified during Winter Phase

Acquired in Play Gained or lost as a result of in-game events Some Pendragon Passions, Storyteller & CoC derangements, any GURPS trait bought or bought off with experience, temporary effects such as the XD&D Charm spell
Tracking Determined by character actions or mental state Pendragon traits, Cyberpunk Reputation, CoC SAN, Vampire Humanity
Specified by System Required of all characters, or certain classes of characters, by the system or setting Weapon/armor restrictions in XD&D, the ban on torture for JB007 PCs, the capacity for Frenzy/Rotschreck in Vampire, some Clan/Tribe weaknesses in Storyteller
Assumed by System Implicit in other game mechanics Hit Point/Wound systems have built-in assumptions about how characters will react to pain and shock; most systems assume a character will stop fighting and fall to the ground once fatally wounded.

Rules for character advantages and flaws make assumptions about what a character without the specified merits and flaws is like, eg. a system which offers characters the Berzerk advantage, assumes that most characters do not have Berzerk capability; a system with Combat Sense advantage assumes that most characters have difficulty keeping their heads in combat.

Application

The means by which personality mechanics are applied may be scaled as follows:
Type Description Play Example

GM: "As you try to follow her up the tower, you notice the sheer drop-off beside the stairs. Remember, your character suffers vertigo".

System Examples
0) None No attempt to influence player
1) Advisory on Emotions The system suggests how the character should feel. The player has final say on both feelings and actions. GM: "The sight of that drop-off could trigger your vertigo".

Player: "No. It has no effect on me", or, "Okay, I'm petrified".

Some psychological flaws and quirks in Storyteller and GURPS are described by the simple rule, "roleplay it".
2) Advisory on Actions The system determines the character's emotional response, and suggests how they should act. The player has the final say on actions. GM: "You are terrified. Can you continue?"

Player: "I ignore the fear and press on", or, "I stay rooted to the spot".

The XD&D Charm spell decrees that the target regards the caster as their best friend; it is left to the player to interpret how they will act.
3) Incentive The GM attempts to bribe the players to play their weaknesses, using experience points, spendable resources, or other rewards. Player: "I'm still going to climb the stairs".

GM: "Okay, but [you've done this so often that] I'm going to dock you XP for not playing your flaws"

or

Player: "I scream in anguish as I cling helplessly to the wall"

GM: "Good angst! Have a chocolate chip cookie".

Storyteller and XD&D both suggest experience point rewards for roleplaying weaknesses.
4) Modifying Players may ignore restrictions placed on their character's actions by the system, but the character's actions will be penalised. Character's actions may also be made easier if they are consistent with some traits. Player: "I'm still going to climb the stairs".

GM: "Okay, but all your actions will be at a three-token penalty".

Cyberpunk characters that lose a facedown may still attack their opponent, but do so at a penalty.

Pendragon's Passions may give characters a bonus to relevant actions.

5) Negotiable Players who do not wish their characters to abide by the system result, may attempt to nullify it by expending resources to buy it off. Player: "I spend a willpower point/play a plot point card to keep going up the stairs"

GM: "Alright, you are able to force yourself".

Storyteller characters may usually spend willpower points to dampen psychological influences.
6) Conditional Players who do not wish their characters to abide by the system result, may attempt to nullify it with, eg. a saving throw. Player: "I'll roll my willpower/feelings for her to try to keep moving. <clatter> Yay!"

GM: "Alright, you are able to force yourself".

GURPS flaws often take the the form, "the character must roll willpower or they will ..."

Some D&D effects are negated by a saving throw.

7) Coercive The system determines absolutely how the character will feel and act in a particular situation GM: "You are overcome with vertigo, and can only cling helplessly to the wall as the world spins around you and ... a woman's body falls from the top of the tower". James Bond 007 PCs never learn or use the Torture skill.

Thieves in Basic D&D never use two-handed weapons.

Reasons for PMs

Role-playing groups may wish to use personality mechanics for any or all of the following reasons: