Those of you familiar with The Goon will know what I'm talking about, but for more baffled members of the audience: This is a thread for discussing hero personalities, predelictions and consciences, defined in terms of virtue and vice, or by whatever means might spring to mind yourselves.
As belsewhere, I'm kind of assuming a background of former ideas on emotional/morale simulation, but the notions should be adaptable to a context more similar to Majesty at present.
In any case. At present, Majesty defines hero personalities by class, using the attributes of loyalty, greed, and various decision tree options to determine how a character reacts to given situations.
Instead, a character might have a selection of Virtues and Vices that determine what sort of activities they enjoy and so in turn, determine their general patterns of behaviour.
Virtues-
Conscience.
This character will attempt to treat others as he/she would themselves, even when perfect strangers or deadly enemies. Common to Paladins, Priestesses, Monks and Healers, rare among Cultists, Rogues, Adepts and WoDs.
Curiosity.
This character is drawn by the allure of the unknown and undiscovered, whether uncovering arcane knowledge, raiding ancient tombs or charting expanses of virgin forest. Common to Rangers, Wizards, Gnomes and WoDs, rare among Monks, Paladins, Warriors and Priestesses.
Humour.
The character's indefatigible good cheer and ability to make others laugh is usually an asset, but may be irksome when mood is poor unless handled with tact. Common to Rogues, Warriors, Elves and Gnomes, rare among Priestesses, Barbarians, Wizards and Solarii.
Courtesy.
This character is sensitive to protocol and does his/her utmost to remain at least superficially modest and approachable. Common to Paladins, Healers, Priestesses and Rangers, rare among Barbarians, Cultists, WoDs and Elves.
Honour.
This character keeps his/her word, speaks the truth and will not easily betray an avowed ally (regardless of personal feelings.) They also tend to shun vice and luxury, shun combat with the weak, and follow local laws. Common to Paladins, Barbarians, Rangers and Warriors, rare among Rogues, Priestesses, Cultists and Elves.
Sympathy.
This character forms positive relationships quickly, and deals tactfully with delicate emotional issues ...to the best of his/her ability. Common to Healers, Monks, Gnomes and Cultists, rare among Warriors, Adepts, Dwarves and Barbarians.
Invention.
This character has a knack for spontaneous, creative solutions, making them excellent liars but also gifted artists, poets, philosophers, sculptors or engineers. Common to Elves, Adepts, Cultists and Wizards, rare among Paladins, Dwarves, Gnomes and Warriors.
Vices-
Wrath.
This character is easily angered, more likely to berserk, and forms negative relationships quickly.
(This vice is useful for any character likely to engage in a lot of brute combat, such as WoDs, Barbarians, Dwarves and Warriors. Rare among Healers, Monks, Paladins and Priestesses.)
Lust.
This character is more likely to seek sexual excitement.
(This vice makes a character more likely to solicit harlots or frequent bordellos, but can be useful in close relationships. It tends to be common among Warriors, Elves, Cultists and Barbarians. Rare among Monks, Healers, Rangers and Wizards.)
Gluttony.
This character enjoys eating and drinking to excess. Without exercise they may develop a paunch.
(This character will frequent inns and taverns more often, and is not uncommon among Monks, Warriors, Dwarves and Cultists. Rare among Adepts, Elves, Paladins and Solari.)
Envy.
This character can't stand to see someone do better than themselves.
(This vice drives the character to outdo others in their circle of acquaintances for whom they have any dislike, either by crippling their rivals, or directed self-improvement. Typical among Cultists, Priestesses, Dwarves and Rogues. Rare among Healers, Paladins, Monks and Rangers.)
Sloth.
This character likes to kick back, relax, and do nothing that makes great demands on their attentions.
(This vice also promotes visits to inns, time spent resting at home, as a spectator to diversions, or generally avoiding great challenges. It characterises many Monks, Warriors, Elves, and Wizards. Rare among Rogues, Gnomes, Rangers and Barbarians.)
Avarice.
This character considers wealth to be an end in itself.
(All characters consider money and other trinkets to be useful, but this vice will cause a character to seek wealth long beyond the point where it provides meaningful benefits to them. Common to Rogues, Dwarves, Elves and WoDs. Rare among Healers, Paladins, Solari and Rangers.)
Vanity.
This character prefers that they (and others) focus on their accomplishments and ignore their failures.
(This vice makes statues to the character and other flattery more effective, including the appeal of ornament, and other general bling. Common to Elves, Barbarians, Solari and Warriors. Rare among Monks, Priestesses, Rangers and Wizards.)
Note: Satisfying a given Vice or Virtue confers greater-than-normal morale benefits to the character for doing so, while denying them confers greater-than-normal morale penalties. Also, many vices, while superficially drawbacks, make the character easy to influence through suitable rewards, whereas many virtues make the character unpredictable or difficult to manipulate.
A further idea is that a character might have specific vices tied to relationships with certain characters, and present to degrees. For instance, the character might feel Wrath toward an enemy, Sympathy toward a Friend, Lust or Curiosity toward a companion, and Envy toward a rival, (which suggests further directions for emotion simulation.) Personality would consist of 'default settings' for these sentiments, so to speak.
As belsewhere, I'm kind of assuming a background of former ideas on emotional/morale simulation, but the notions should be adaptable to a context more similar to Majesty at present.
In any case. At present, Majesty defines hero personalities by class, using the attributes of loyalty, greed, and various decision tree options to determine how a character reacts to given situations.
Instead, a character might have a selection of Virtues and Vices that determine what sort of activities they enjoy and so in turn, determine their general patterns of behaviour.
Virtues-
Conscience.
This character will attempt to treat others as he/she would themselves, even when perfect strangers or deadly enemies. Common to Paladins, Priestesses, Monks and Healers, rare among Cultists, Rogues, Adepts and WoDs.
Curiosity.
This character is drawn by the allure of the unknown and undiscovered, whether uncovering arcane knowledge, raiding ancient tombs or charting expanses of virgin forest. Common to Rangers, Wizards, Gnomes and WoDs, rare among Monks, Paladins, Warriors and Priestesses.
Humour.
The character's indefatigible good cheer and ability to make others laugh is usually an asset, but may be irksome when mood is poor unless handled with tact. Common to Rogues, Warriors, Elves and Gnomes, rare among Priestesses, Barbarians, Wizards and Solarii.
Courtesy.
This character is sensitive to protocol and does his/her utmost to remain at least superficially modest and approachable. Common to Paladins, Healers, Priestesses and Rangers, rare among Barbarians, Cultists, WoDs and Elves.
Honour.
This character keeps his/her word, speaks the truth and will not easily betray an avowed ally (regardless of personal feelings.) They also tend to shun vice and luxury, shun combat with the weak, and follow local laws. Common to Paladins, Barbarians, Rangers and Warriors, rare among Rogues, Priestesses, Cultists and Elves.
Sympathy.
This character forms positive relationships quickly, and deals tactfully with delicate emotional issues ...to the best of his/her ability. Common to Healers, Monks, Gnomes and Cultists, rare among Warriors, Adepts, Dwarves and Barbarians.
Invention.
This character has a knack for spontaneous, creative solutions, making them excellent liars but also gifted artists, poets, philosophers, sculptors or engineers. Common to Elves, Adepts, Cultists and Wizards, rare among Paladins, Dwarves, Gnomes and Warriors.
Vices-
Wrath.
This character is easily angered, more likely to berserk, and forms negative relationships quickly.
(This vice is useful for any character likely to engage in a lot of brute combat, such as WoDs, Barbarians, Dwarves and Warriors. Rare among Healers, Monks, Paladins and Priestesses.)
Lust.
This character is more likely to seek sexual excitement.
(This vice makes a character more likely to solicit harlots or frequent bordellos, but can be useful in close relationships. It tends to be common among Warriors, Elves, Cultists and Barbarians. Rare among Monks, Healers, Rangers and Wizards.)
Gluttony.
This character enjoys eating and drinking to excess. Without exercise they may develop a paunch.
(This character will frequent inns and taverns more often, and is not uncommon among Monks, Warriors, Dwarves and Cultists. Rare among Adepts, Elves, Paladins and Solari.)
Envy.
This character can't stand to see someone do better than themselves.
(This vice drives the character to outdo others in their circle of acquaintances for whom they have any dislike, either by crippling their rivals, or directed self-improvement. Typical among Cultists, Priestesses, Dwarves and Rogues. Rare among Healers, Paladins, Monks and Rangers.)
Sloth.
This character likes to kick back, relax, and do nothing that makes great demands on their attentions.
(This vice also promotes visits to inns, time spent resting at home, as a spectator to diversions, or generally avoiding great challenges. It characterises many Monks, Warriors, Elves, and Wizards. Rare among Rogues, Gnomes, Rangers and Barbarians.)
Avarice.
This character considers wealth to be an end in itself.
(All characters consider money and other trinkets to be useful, but this vice will cause a character to seek wealth long beyond the point where it provides meaningful benefits to them. Common to Rogues, Dwarves, Elves and WoDs. Rare among Healers, Paladins, Solari and Rangers.)
Vanity.
This character prefers that they (and others) focus on their accomplishments and ignore their failures.
(This vice makes statues to the character and other flattery more effective, including the appeal of ornament, and other general bling. Common to Elves, Barbarians, Solari and Warriors. Rare among Monks, Priestesses, Rangers and Wizards.)
Note: Satisfying a given Vice or Virtue confers greater-than-normal morale benefits to the character for doing so, while denying them confers greater-than-normal morale penalties. Also, many vices, while superficially drawbacks, make the character easy to influence through suitable rewards, whereas many virtues make the character unpredictable or difficult to manipulate.
A further idea is that a character might have specific vices tied to relationships with certain characters, and present to degrees. For instance, the character might feel Wrath toward an enemy, Sympathy toward a Friend, Lust or Curiosity toward a companion, and Envy toward a rival, (which suggests further directions for emotion simulation.) Personality would consist of 'default settings' for these sentiments, so to speak.