Guest Players may create a conscience that represents any single or several minor traits. Read below for more information
Each player is a conscience. Together, you are the mind of a Demiurge, named what the group votes on.
Each conscience (read player) has different traits, and none can be the same. Traits can be anything, but there are 5 main traits and their opposite spectrums:
- (inventive / curious vs. cautious / conservative). Appreciation for art, emotion, adventure, unusual ideas, curiosity, and variety of experience.
- (efficient / organized vs. easy-going / careless). A tendency to show self-discipline, act dutifully, and aim for achievement; planned rather than spontaneous behavior.
- (outgoing / energetic vs. shy / reserved). Energy, positive emotions, surgency, and the tendency to seek stimulation in the company of others.
- (friendly / compassionate vs. competitive / outspoken). A tendency to be compassionate and cooperative rather than suspicious and antagonistic towards others.
- (sensitive / nervous vs. secure / confident). A tendency to experience unpleasant emotions easily, such as anger, anxiety, depression, or vulnerability.
Each player must pick one each, and if there are any left over then players can choose a secondary main trait.
Then there are minor traits players may pick. These traits do not have to be related to their main trait, and can be related to another player’s trait. They can be positive or negative, but no player may have the same minor traits as another player.
- e.g. Affection, Expansion, Optimism, Trust, Empathy…
- e.g. Phobia, Obsession, Compulsion, Fetish, Addiction, Indecision, Stubbornness…
Players may make up their own minor traits as they see fit, and they are not limited by how many they want.
These traits should determine where players get inspiration to make their own decisions.
Remember you are only as confined to your traits as you are willing to give other players influence. You do not loose influence by going outside your personality, and it is not considered a bad thing to do so! Taking a trait just makes it easier for the GM to award influence.