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General Tabletop Discussion
*TTRPGs General
Creating PC's with Personality
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<blockquote data-quote="Yora" data-source="post: 5897336" data-attributes="member: 6670763"><p>d20 Modern has an optional rule called Allegiance, which barely gets paid any attention, as it has almost no mechanical effects, but I think it's an invaluable tool for creating both PCs and NPCs, and to help players seeing events from the characters perspective while tuning out their personal views and believes.</p><p></p><p>Basically, a character has up to three Allegiances, which are believe in and loyalty to an ideology, religion, group, person, cause, or whatever you can think of. In theory, when a PC encounters an NPC which whom he shares an allegiance, he recieves a more welcoming and helpful reaction than normally in that situation. Make that a +2 to Charisma checks, a starting attatitude of one level higher, or whatever system you want to use.</p><p></p><p>But most importantly it's a very easy way to define what oppinions a character has on certain issues, whom he will want to ally with, whom he considers an enemy, and his moral believes.</p><p>Just being a member of a group does not automatically constitute an allegiance. A good cop in a corrupt police force may have the Allegiance "Crimefighting", but would not have the allegiance "Police". Or a forced coscript would not have the allegiance "army". A soldier in a unit that defects to fight its evil government would have allegiance to the unit or its leader, but would not be loyal to the state.</p><p></p><p>When you make a character, think of two or three ideologies or groups with which the character shares the most believes and which he would never abandon. That's quite easily done and does not actually require a lot of thought. But once you have them written down, every time you ask yourself "what would the character do now?", just take a look at the note and very often the answer will be quite obvious.</p></blockquote><p></p>
[QUOTE="Yora, post: 5897336, member: 6670763"] d20 Modern has an optional rule called Allegiance, which barely gets paid any attention, as it has almost no mechanical effects, but I think it's an invaluable tool for creating both PCs and NPCs, and to help players seeing events from the characters perspective while tuning out their personal views and believes. Basically, a character has up to three Allegiances, which are believe in and loyalty to an ideology, religion, group, person, cause, or whatever you can think of. In theory, when a PC encounters an NPC which whom he shares an allegiance, he recieves a more welcoming and helpful reaction than normally in that situation. Make that a +2 to Charisma checks, a starting attatitude of one level higher, or whatever system you want to use. But most importantly it's a very easy way to define what oppinions a character has on certain issues, whom he will want to ally with, whom he considers an enemy, and his moral believes. Just being a member of a group does not automatically constitute an allegiance. A good cop in a corrupt police force may have the Allegiance "Crimefighting", but would not have the allegiance "Police". Or a forced coscript would not have the allegiance "army". A soldier in a unit that defects to fight its evil government would have allegiance to the unit or its leader, but would not be loyal to the state. When you make a character, think of two or three ideologies or groups with which the character shares the most believes and which he would never abandon. That's quite easily done and does not actually require a lot of thought. But once you have them written down, every time you ask yourself "what would the character do now?", just take a look at the note and very often the answer will be quite obvious. [/QUOTE]
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