From: [r--dd--n] at [ttidca.TTI.COM] (John Redden)

Subject: Other Suns # 4



------------------ OS.4 ----------------------------------------



This is being posted to the net by myself for Niall Shapero.



Others Suns is copyright by Niall Shapero.  This gaming material is

distributed on a shareware basis.  If you do not use the material you

owe the author nothing.  If you do use it please pay him what you

think it is worth at a fair price becasue it took a damn lot of work

to develop and playtest.  The USmail address is:



Niall Shapero

2536 Short Ave

Los Angeles CA 90066

USA



Those of you with modems can dial into his BBS using this phone number:

(213)822-6729



Please email any comments to my electronic mailing address and I will

pass them on to Niall.



----------------  end of preamble -------------------------------------------



                             PSYCHOLOGICAL PROFILES

        

        The  physical  characteristics  for a  new  character  have  been 

        rolled,  and all computed characteristics and bonuses  have  been 

        determined.  But the player doesn't yet have a "real"  character; 

        until  he knows something of how that character would  think  and 

        act, the character created remains a  (4)  Forgiving      <->  Vengeful

             (5)  Generous       <->  Miserly

             (6)  Hedonistic     <->  Stoic

             (7)  Honorable      <->  Treacherous

             (8)  Humble         <->  Proud (Arrogant)

             (9)  Merciful       <->  Cruel

             (10) Optimistic     <->  Pessimistic

             (11) Passive        <->  Active

             (12) Peaceable      <->  Combative

             (13) Trusting       <->  Suspicious

             (14) Xenophilic     <->  Xenophobic

        

        For  each of these scales, percentage probabilities are  assigned 

        to each extreme response and to a "neutral" response.  A  typical 

        human from Novaya Amerika, for example, would have the  following 

        psychological profile:

        

             Brave          Neutral        Cowardly

             01-30 (30%)    31-70 (40%)    71-100 (30%)

        

             Cautious       Neutral        Reckless

             01-30 (30%)    31-70 (40%)    71-100 (30%)

        

             Energetic      Neutral        Lazy

             01-30 (30%)    31-80 (50%)    81-100 (20%)

        

             Forgiving      Neutral        Vengeful

             01-10 (10%)    11-90 (80%)    91-100 (10%)

        

             Generous       Neutral        Miserly

             01-30 (30%)    31-70 (40%)    71-100 (30%)

        

             Hedonistic     Neutral        Stoic

             01-30 (30%)    31-70 (40%)    71-100 (30%)

        

             Honorable      Neutral        Treacherous

             01-10 (10%)    11-90 (80%)    91-100 (10%)

        

             Humble         Neutral        Arrogant

             01-30 (30%)    31-70 (40%)    71-100 (30%)

        

             Merciful       Neutral        Cruel

             01-10 (10%)    11-90 (80%)    91-100 (10%)        

             Optimistic     Neutral        Pessimistic

             01-40 (40%)    41-80 (40%)    81-100 (20%)

        

             Passive        Neutral        Active

             01-30 (30%)    31-70 (40%)    71-100 (30%)

        

             Peacable       Neutral        Combative

             01-30 (30%)    31-70 (40%)    71-100 (30%)

        

             Trusting       Neutral        Suspicious

             01-30 (30%)    31-70 (40%)    71-100 (30%)

        

             Xenophilic     Neutral        Xenophobic

             01-15 (15%)    16-85 (70%)    86-100 (15%)



                      PSYCHOLOGICAL PROFILES IN OTHER SUNS

                                   (continued)

        

        The  character's base line values are determined by species  cul-

        tural  characteristics.   Humans and Auuri, unlike  most  of  the 

        other Hegemonic races, are not particularly homogeneous.  The two 

        races are split into many different cultural groups. The baseline 

        values provided in the previous posting were only for Humans from 

        Novaya Amerika.

        

        Given the base line values, the player may adjust the probability 

        ranges  of  each response either up or down by up  to  half  it's 

        original value.  For example, the initial  Brave/Neutral/Cowardly 

        scale read 30/40/30.  Then the player may change Brave or Coward-

        ly  down to as low as 15 or as high as 45.  The total of all  the 

        percentages  must add up to 100, however, and no response can  be 

        decreased  by  more than half, so the degree  of  variability  is 

        limited.  The player could not, for example, increase both  Brave 

        and  Cowardly from 30 to 45, as this would require Neutral to  be 

        reduced  from  40 to 10 (the sum of all probabilities add  up  to 

        100).

        

        Let  us  say that our player wishes to run a  character  that  is 

        quite brave.  The "Brave" response can be increased up to 45  (30 

        +  1/2  x 30).  The maximum decrease allowed  of  the  "Cowardly" 

        response is 15, to 15.  Then this particular psychological  scale 

        for the character would be as follows:

        

                  Brave          Neutral        Cowardly

                  01-45 (45%)    46-85 (40%)    86-100%

        

        But  what  does all this mean?  Does it mean that  a  character's 

        actions  must always be decided by a 1D100 roll?  No.  The  scale 

        is given as an indicator of the character's initial  disposition. 

        If  the  player, at a later date, decides that the  character  is 

        going  to  do something considered cowardly by the  referee,  the 

        action  will be carried out; the psychological profile  may  well 

        change as a result, but that is another matter.

        

        What the profile provides is a deterministic "rule of thumb"  for 

        role playing non-player characters of different species, and role 

        playing player characters where the player "doesn't know what his 

        character  would  do  in the current situation".   Only  where  a 

        particular range of behavior has through experience or psycholog-

        ical  conditioning been reduced to zero will a particular  action 

        be barred.  By the standards of Hegemonic mental hygiene, when  a 

        character has reached this point he is insane by definition,  and 

        is a fit candidate for psychological treatment.

        

        Standard non-player characters (the equivalent of T.C. Mits) will 

        behave  as  per the dictates of the  psychological  profiles  for 

        their species.  Important non-player characters may be "modified" 

        just like player characters, and should have their  psychological 

        profiles  tracked  just like player characters; they  can  change 

        their minds just like player characters.