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JAEVA: Giant Robot RPG system
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=== Personality === [[File:Prisim_sync3.png|200px|thumb|left|The Personality Table, from top, clockwise: Optimist, Passionate, Furious, Pessimist, Melancholic, and Apathetic]] Personality of a character (or even robot!) can effect a lot both in role-play and game-play. The most basic way to describe a personality is using the color wheel to the left which uses an easy way to describe a character's personality in a single word by seeing which feeling they connect with most. These are: Optimist, Passionate, Furious, Pessimist, Melancholic, and Apathetic. You may note these personality map pretty well on to various mecha anime characters, indeed, Furious, Apathetic and Melancholic/Pessimist describe the leads of Evangelion. This is intentional. When dealing with, piloting alongside, or trying to convince other characters, characters will take a +1 bonus for rolls dealing with characters who have personalities next to theirs on the chart, and +2 for dealing with those who have personalities identical to their own. alternatively, characters dealing with their exact opposite personality (the one across from theirs on the chart) get a penalty of -2 to rolls dealing with these characters, and take -1 penalties when dealing with characters that are next to their opposite on the chart For example: if a pessimistic character is trying to pilot a robot alongside an optimistic character, they would be at a -2 on all their rolls to work with that character due to how little they understand them. On the flipside, if the optimistic character was working with another optimistic character, they would be at a +2, and would be fighting better if the person understands them. This is the concept of synchronicity, and the idea of it is to bring a more psychological element to the game, where a two pilots can have a hard time getting along with each other and have it reflect in their performance. *[NOTE: At the moment Personality is a very simple mechanic. there is intent to eventually change this into a "mood shift" mechanic where a character has a defending mood, and will change depending on the situation they find themselves in. It is currently a very confusing idea that keeps us from simplifying it, so until we are able to find a simpler solution, personality it is.]
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