B. Dimensión psicosocial
5.3 Contrastación de hipótesis .1 Hipótesis general
Descriptors also offer a few brief suggestions of how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.
This section details fifty descriptors.
Choose one of them for your character. You can pick any descriptor you wish regardless of your type.
APPEALING
You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.
You gain the following characteristics:
Charismatic: +2 to your Intellect Pool.
Skill: You are trained in pleasant social interactions.
Y
our descriptor defines your character—it flavors everything you do. The differences between a Charming explorer and a Graceful explorer are considerable. The descriptor changes the way those characters go about every action.Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation.
It is the adjective of the sentence “I am an adjective noun who verbs.”
Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor’s offerings are positive character
modifications. For example, some descriptors have inabilities—tasks that a character isn’t good at. You can think of inabilities as “negative skills”—instead of being one step better at that kind of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they’re not good at as what they are good at.
Charming, page 66 Graceful, page 74
Inability, page 63
Resistant to Charms: You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.
Initial Link to the Starting Adventure:
From the following list of options, choose how you became involved in the first adventure.
1. You met a total stranger (one of the other PCs) and charmed him so much that he invited you to come along.
2. The PCs were looking for someone else, but you convinced them that you were the perfect person to join them instead.
3. Pure happenstance—because you just go along with the flow of things and everything usually works out well.
4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and she always asks you to join her on new adventures.
BRASH
You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever.
It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.
You gain the following characteristics:
Energetic: +2 to your Speed Pool.
Skill: You are trained in initiative.
Bold: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.
Initial Link to the Starting Adventure:
From the following list of options, choose how you became involved in the first adventure.
1. You noticed something weird going on, and without much thought, you jumped in with both feet.
Initiative, page 197
jumping, and swimming tasks is increased by one step.
Initial Link to the Starting Adventure:
From the following list of options, choose how you became involved in the first adventure.
1. You read about the current situation somewhere and decided to check it out for yourself.
2. You were in the right (wrong?) place at the right (wrong?) time.
3. While avoiding an entirely different situation, you walked into your current situation.
4. One of the other PCs dragged you into it.
CHARMING
You’re a smooth talker and a charmer.
Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, not necessarily studious or strong-willed.
You gain the following characteristics:
Personable: +2 to your Intellect Pool.
Skill: You’re trained in all tasks involving positive or pleasant social interaction.
Skill: You’re trained when using special abilities that influence the minds of others.
Contact: You have an important contact who is in an influential position, such as 2. You showed up when and where you
did on a dare because, hey, you don’t back down from dares.
3. Someone called you out, but instead of walking into a fight, you walked into your current situation.
4. You told your friend that nothing could scare you, and nothing you saw would change your mind. She brought you to your current point.
CALM
You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical.
You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.
You gain the following characteristics:
Bookish: +2 to your Intellect Pool.
Skills: You are trained in four nonphysical skills of your choice.
Trivia: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.
Inability: You’re just not a fighter. The difficulty of all physical attacks is increased by one step.
Inability: You’re not the outdoorsy type.
The difficulty of all climbing, running, Appealing
Calm is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.
Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
1. You convinced one of the other PCs to tell you what he was doing.
2. From afar, you observed that something interesting was going on.
3. You talked your way into the situation because you thought it might earn some money.
4. You suspect that the other PCs won’t succeed without you.
a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.
Inability: You were never good at studying or retaining facts. The difficulty of any task involving lore, knowledge, or understanding is increased by one step.
Inability: Your willpower is not one of your strong points. Whenever you try to resist a mental attack, the difficulty is increased by one step.
Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
1. You convinced one of the other PCs to tell you what he was doing.
2. You instigated the whole thing and convinced the others to join you.
3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping her with the task at hand.
4. There is reward involved, and you need the money.
CLEVER
You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You’re trained in all interactions involving lies or trickery.
Skill: You’re trained in defense rolls to resist mental effects.
Skill: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.
Inability: You were never good at studying or retaining trivial knowledge. The difficulty of any task involving lore, knowledge, or understanding is increased by one step.