Stuff comes in three opposing pairs of traits lucky/unlucky, charming/repelling, nice/nasty.
Luck: Lucky costs two points, Unlucky gives you two points. A lucky/unlucky person will get slightly better/worse than average results in random events. This does not include all opposed actions or actions where the character uses an attribute with Amber or above rating, but will sometimes turn to the characters aid/detriment, particularly where it assists the progression of the story.
Note: I think there has to be a point at which Luck is no longer a factor. If your attribute is high enough or, for opposed actions, the difference between you and the opposition is big enough, then Luck or Unluck just doesn't come into it.
Reactions: Charming cost two points, Repelling gives you two points. Charming characters will get better initial reactions from NPCs, they will tend to get the benefit of the doubt on their actions and their words will be heard in a good light. Repelling characters will get a poor initial reaction from NPCs and will have their actions and words judged in such a way as to put a bad interpretation on them. This is not just first impression stuff, Charming characters get an slanted playing field in their direction continuously. Hard and continuous work can level the playing field for either a charming or repelling character, but generally each NPC must be alienated or befriended separately and they may revert to the default reaction modifier if not reinforced by continuous action by the character.
Note: NPC reaction is still going to be effected by other things. Appearing before the king covered in mud and excrement is not going to give you a great start to your conversation. Looking like the semi divine "One Who Will Return to Save Us from Oppression" might be good to get a running start on getting to know a bunch of gullible natives.
Morals: Nice gives you two points, Nasty costs you two points. Even more subjective than Reactions, but it's a Stuff thing so how do you make it gameable. Nice, you have signed up to be one of the good guys. Not only is this it's own reward, because you get two points, but you may see IG rewards, the consequences of your good deeds. What is good, well I'm prepared to work that out for each character, but I think it starts with consideration for others. Nasty, you have signed up to be one of the bad guys. Lose two points. What do you get, well everyone will soon know that you are a bad guy and that does get you a few things. A bonus on any tough rep, nice guys can be tough too, but no one takes them seriously. A small degree of acceptance for any nasty acts, "Yeah he executed all those helpless prisoners, but he's a nasty guy." Lots more fun than the good guys, you get to do whatever you want to those teeming hordes of shadow losers and you don't have to feel bad about it in the morning. Of course you can treat 'em real nice, if you want to set 'em up for a bigger fall later on, bwah-hahaha.
Note: People who don't take Nice or Nasty will still have to deal with the positive and/or negative consequences of their actions, but have more flexibility to suit their actions to the way they are feeling at the time rather than having a predilection towards being Nice or Nasty.
On to Patterns 3.1 Personal Shadows
Back to Patterns 3.1 Character Creation
Back to Patterns 3.1 Index