Zen & the Art of Mayhem Corebook.pdf

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    en and the rt of yhem

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    en and the rt of yhem1 Designing

    orldse poss t es or wor s are en ess, ut

    before a game can start, even before characters are

    created, decisions about that world must be made. Thetone, atmosphere, scope, and setting must be decided on.

    en a n new e ements to sp ce up t e wor , ec eon the power level of the characters, and gure out why

    the characters travel together.ese s x ma or actors w out ne t e un verse

    the characters will be journeying through. Giving the

    world a framework both the Architect and the players canwor w t w en creat ng c aracters, ac groun s, an

    adventures. The framework is the backbone of the world;everything created for the game should be anchored in

    t e ec s ons ma e rom t ese s x ma or actors.

    1.1 The Tone of Zen and the Art ofMayhem

    e tone o t e game s e ecte y t e two

    factors of melodrama and humor, how much of each is upto the Architect and players. Both factors are important inany en game, t e comp ete a sence o one or t e ot er

    will cause the game to feel off balanced.In the more melodramatic games aws may

    e own p aye y t e c aracters an t e rc tect.Melodrama will take the foreground, interaction between

    the characters and the non player characters can be theeart o t e a venture. t every sess on e a c ess

    match, each move carefully thought out. Countermovesplanned in advance, tension so thick you can cut it with aknife.

    On the other hand a game with comedicovertones will consist of more moment to moment play.

    The characters spend their time getting into and out ofcu t s tuat ons, an one t ng a ways ea s to anot er.

    Flaws will naturally be played to the hilt in this type of

    game. The players and the Architect will constantlytry to one up t e ot er on a o es an puns. e

    melodramatic elements will appear only now and then toprovide a bit of direction.

    ere are many erent avenues t at can etaken with the tone of the game, it does not have to beone extreme or the other. The approach taken by the

    rc tect can vary etween me o rama an come y.Which is favored over the other will have a lot to do with

    the type of players and the mood of the Architect.e o ow ng examp es s ou g ve an rc tect a

    feeling of the different tones that can be taken with a ZenGame. They are not the only options open, just the mostfundamental.

    MindlessIn these scenarios the game is truly dilemma

    ase . e c aracters stum e rom s tuat on to s tuat ontrying to get out of trouble and just seem to get in even

    deeper until a breaking point is met and everything goesto e n a an as et. e c aracters ope u y t en

    get up, dust themselves off, and move on to the nextadventure. In mindless adventures talents and aws

    are p aye out to t e r u est. most every s tuat on winvolve the use or exploitation of a talent or aw. Skills arestill used but more as a last resort. Although melodramatic

    e ements are present n m n ess games t s on y toprovide a little bit of direction to a game. Otherwise itʼs

     just one random silly situation after another. A mindlessgame usua y revo ves aroun a s ng e su ect or twodimensional stereotypical NPC, and lasts only a couple of

    sessions at most.

    ssem e nsertDragon Half

    Excel Saga

    re ectura art e ense orceShinesmen

    SillyA plot is evident in a silly game. Although

    t e c aracters st run aroun exp o t ng ta ents anabusing aws there should be an underlying goal to

    the game. Situations still drive the game, but they havemore purpose an structure t an n a m n ess game.

    Some NPCʼs start to take on more depth of personality,becoming more then stereotypes and gags.

    Early DragonballLupin the 3rd

    rese atsura

    g t eartehe characters roam about in a fairly detailed

    universe. People, places, and events all exist outside the

    c aracters current s tuat on. e p ot s a very mportantpart of the game, the characters actions will have great

    bearing on future devolvement. NPCʼs as well becomencreas ng y more mportant, some even nee c aracters eets an notes on t e r persona t es an persona

    goals.

    ater ragon aNaruto

    Ranma 1/2enc uyo

    Tri Gun

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    en and the rt of yhemSober

    n a Sober game melodrama is favored over

    the comedy element. Skills start playing a larger part inthe game, talents and aws on the other hand are down

    played more. Talents become more dened in what ac aracter s capa e o . aws are st present ut t ey

    donʼt completely incapacitate the characters. In times ofcrisis a aw can be overcome for a short period of time

    when needed. NPCʼs are as important to the game as thecharacters, some even more important.

    gCowboy Bebop

    Dragonball Ze s ng

    at onaAlthough humor is used to break the tension

    every now and then, melodrama has fully taken over the

    game sess ons. aracter nteract on s t e eart ot e game. ot on y are t e s tuat ons w t t e c aracters

    important, but so is what is happening without themnow ng a out t. c aracter w not e a e to exp o t

    their talents as far. Flaws become more of a personalityquirk, always present but more controllable.

    raull Metal Alchemist

    Giant Robo the Day the Earth Stood Stillnu as a

    ead SeriousThe characters are deeply involved in a intricate

    plot. Humor is more of a annoyance then a welcomedpart o a game sess on. a ents, aws, an even s s aredowned played in favor of character interaction.

    erser

    Ghost in the ShellNausicaa of the Valley of the Wind

    r ncess onono e

    Notes On Toneach world designed for a Zen game will be

    erent. e sett ng, tec no ogy, mag c, an ot er actorswill play a big part in how the game is played. But the

    underlying melodramatic and comedic elements shoulda ways e present. or ot t e rc tect an t e p ayers

    to enjoy the game to the fullest a tone should be foundthat all can enjoy.

    t s mportant to eep n m n t at t e me o ramaand comedic components can change during a longgame. A campaign which started off with silly and

    annoy ng c aracters can eve op more an more ser ousp ots as t e game an t e c aracters grows. ventua y

    the humorous elements may slide into the background.s s a gra ua c ange resu t ng rom ot t e p ayers

    an t e rc tect, t e c ange may not appen n a s ng e

    game session. The opposite is also true where a moreserious game may start to become more light hearted do

    t e act ons ur ng game sess ons. t s mportant to payattention to the tone of the game and tailor the adventure

    around it.

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    en and the rt of yhem1.2 Types of Atmospheres

    here are different degrees of temperament toa world that effects the overall Atmosphere of a game.

    These levels reect the over all disposition of a world thecharacters are situated in. How common are extraordinary

    people like the characters? How many others can dot e t ngs t ey o ow muc o t e popu ace avetalents and aws? There are many grades that can be

    taken when designing the atmosphere of a game theo ow ng are on y examp es o t e most common types o

    atmospheres.

    WhackedAlmost everyone in the world is extraordinary,

    every c ty, every town as remar a e n v ua s. e

    characters will run into their equals or better, no matterwhere they go. Crazy stuff is always going on, bizarreevents, we r occurrences, mass estruct on, t s a part

    of daily life.

    octor umpDragon Half

    Excel Sagaost uper e orme n me

    Strangehere are plenty of exceptional inhabitants all

    over the place, but they are out numbered by the ordinary

    peop e. at o may vary ut t s usua y a out a one na million. Organizations and other groups with similar

    goals usually form around these extraordinary individuals.orma peop e now a out t e remar a e n v ua s out

    there but most will never meet one face to face. Bizarre,

    strange, and weird events are not common, but everyoneknows they happen every now and then, most just treat

    t em t e same as t ey wou natura sasters.

    Full Metal AlchemistGiant Robo the Day the Earth Stood Still

    Lupin the 3rdOne Piece

    anma

    orma ut....he world does not believe in the supernatural

    events, conspiracies, secret organizations, extraterrestrial

    v s tat on, or ot er strange events, t ese are t e oma nof the tabloids. But that doesnʼt mean they donʼt happen.Allot goes on in the shadow away from prying eyes.

    xtraor nary peop e ex st ut are ew n num er. seenby the public everything is explained away, or at leastattempted.

    e s ng

    Xu u a us o

    Street Fighter II

    SurrealEverything is like a dream. Sometimes things

    seem norma enoug , ut t en everyt ng goes strange.People and things just seem to appear and disappear.

    Symbolism is every where, and lets not even get intop a c re erences.

    Ai City

    FLCLPerfect BlueShogo Kakume Utena

    1.3 Types of ScopeIt is important to consider the scope of the game

    that will be run. Will the characters go on a grand quest to

    save the world? Or just be attending some high school?The scope will determined how much work the Architect

    will have to put into creating a universe. If the scopestarts o sma a ot ess as to e prepare e ore game

    play begins. If the characters are going to be involvedin a undertaking as immense as saving the world thena ot o ac groun w ave to e esta s e e ore

    the adventure can begin. Once a game has begun itis possible to expand itʼs scope afterwards. But it is

    mportant to eve op a ac groun eta e enoug oryour scope. This background will determine what type of

    characters that are appropriate. On nal note, try to tailort e scope to t e t me you want to p ay t e campa gn, t elarger the scope the longer it will take to nish.

    Minorhe plot mostly revolves around the player

    c aracters trave . ey run nto trou e every now or t en

    but after the adventure is done nothing will have changedmuch. The world continues on whether the characterssuccee or not.

    A typical Ranma 1/2 storyCity Hunter episode

    up n t e r m sa venture

    Troublesomehe effects of this adventure will change the world

    in someway, whether the characters succeed or not things

    will be different. Or if the character succeed things willstay the same, if they are lucky (and they want things to

    stay the same).

    Dirty Pair

    Lupin 3rd MoviesCowboy BeBop

    Tenchi Muyo

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    en and the rt of yhemGrand

    This adventures minor plots will have an effect on

    t e wor , an even t e c aracter succee everyt ngwill not necessarily end up the way they wanted. To start

    a Grand plot the Architect must be sure they are ready fort e e ects t s game may pro uce.

    Bubblegum Crisis

    u eta c em stnu Yasha

    Saint Seiy

    picn an p c a venture, t e wor w e c ange ,

    the status quo will be shattered and the world will spendtime picking up the pieces. In a Epic game things change,

    some goo , some a , ut c anges w appen aneveryone, including the Architect, must be ready for therepercussions.

    Big O

    Giant Robo

    eta Gundam

    otes on ScopeThe Higher the scope of the game the more

    consequence m nor p ots w ta e p ace. n a m nor scopegame the adventure is played and ended. Effects from

    that adventure may not ever make much of a difference.n a grand adventure, troublesome sub plot are involved

    an m nor su p ots are nvo ve n t ose. en w en youlook at and epic plot, there are a few grand sub plots with

    troublesome sub-sub plots, etc.... I think you are startingto get t e p cture.

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    en and the rt of yhem1.4 Types of Setting

    With endless possibilities for worlds, it is hard tonarrow thing down to a couple of stereotypes. However

    there are a few stereotypes types that do stick out.Do not forget, it is easy enough to add one or two

    elements to these basic worlds and really turn thingsaroun .

    FantasWhat makes a fantasy world? In Anime itʼs the

    lack of convenient technology. That does not mean

    tec no ogy oesn t ex st, t ust means most o t e t meitʼs not readable available to the general public. Most

    people live in small towns with no electricity or advancedmac nery. n ma , w n m s, waterw ee s, an may e

    some crude steam engines are all towns have. Masstransit is usually not obtainable; most people are forced towa , r e an ma s, or trave n caravans. e government

    is typically your basic feudal system, kings, queens,dukes, and knights. Typically, if advance technology is

    ava a e, t s t ese peop e t at w pos t t. yst c sm asa strong hold on these societies, even if magic doesnʼt

    exist.any t mes antasy wor s are set n t e ar

    future many centuries after some great apocalyptic event,

    remnants of the old world exist, building covered withplant growth, old underground complexes, etc... In these

    wor s tec no ogy as not comp ete y sappeare utmost of society has gone back to a simpler life.

    erserKO Beast Century

    Inu Yasha

    ecor o o oss arSlayers

    Modern DaAlmost a deceptive title, this world is any world

    set n t e present, recent past, near uture, or any

    combination of the three. Modern Day refers mostly anyworld where the suburbs thrive, school kids walk thestreet, and life appears to be normal and happy. Of course

    it is common for all this to be turned upside down as soonas the game starts.

    anma

    Initial Dty untere s ng

    FLCL

    Modern World Kind of….he world has many things in common with the

    mo ern wor . any o t e same tec no ogy an cu tures,but at the same time it is not. The worlds land masses

    and nations are not the same, key technologies havenever ma e t e r way n to t e wor , w e ot ers are

    very common. Often times the world has creatures andmonsters roaming the land, and people still carry swords.

    Big OFull Metal Alchemist

    arutoWings of Honneamise

    A Mixed Baghe world canʼt be shoe horned into a single

    concept. ere seems to e a types o tec an mag clevels across the globe. Some places seem pretty modernand advanced, while others seem to be living in the dark

    ages. t s common or non sett e areas to e a mostpre stor c, w t creatures an monsters runn ng aroun ,

    kind of explains why they are unsettled doesnʼt it.

    ragon aOne PieceVampire Hunter D

    ost poca ypt ce wor as een estroye , soc ety as

    collapse, and small bans of people are all that is left.Anarchy is the new law, only the strong can rule. Wanders

    cross the wastelands where every day is a test forsurvival.

    st o t e ort starMD Geist

    Nausicaa and the Valley of the Wind

    Gritty Future (Dystopian)s sett ng eaves a a taste n your mout , t s

    a dark and gloomy place. Most of the time it is dim, even

    during the day, black rain clouds cover the sky. Cities ofg ass an stee spraw across t e an , towers reac ng

    into the clouds, some even into low orbit. Industrialplants cover what the cities do not. Huge factories pumpsmo e an po ut on g nto t e a r. oc ety s rea ng

    down, crime is rampant, riots are a part of daily life, andthe police have to resort to strong arm and marshal law

    tact cs to try to eep t e peace.

    Akirau egum r s s

    Ghost in the ShellDominion

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    en and the rt of yhemost Industrial

    The world seems to be frozen in the late eighteen

    hundreds and early nineteen hundreds. Steam and coalis king, huge trains crisscross the land. Zeppelins and

    bi planes oat through the skies. Huge ocean steamersp y t e seas. vance tec no ogy oes creep out e

    submarines or jet aircraft but they always have the lookand feel of the late 19t  and early 20t  century. People

    ve n are s ze commun t es, an v s t t e g n ustr acities. The lands are pretty much explored, but there areareas that remain mysterious. Legends are still plentiful

    a out strange p aces an ost treasures. overnmentsare verse, ngs an queens st ru e t ere an s, ut

    republics and other advanced governments have startedto r se. omet mes re eree to as teampun or u p.

    Giant RoboLaputa, Castle in the Sky

    Nadia Secret of Blue Water

    ear SpaceThe vastness of space is just opening up to the

    wor . overnments an uge corporat ons u co on es

    and spaceships to take them away from the constraintsof gravity. A new breed of man is ready to take those rststeps to expand mankind past mother Earth. Colonies in

    or t, ases on ars, tr ps to up ter, an poss e co onyships to other stars.

    e nemy s t e rate

    Most Gundam SagasCowboy BeBop

    Galaxy SpanningSpace travel is common, hundreds of worlds arepopulated all over the galaxy. Although it does take time to

    travel from one world to another, itʼs usually not that long,a coup e o ays at most. any peop e own spaces ps,

    not just the government and huge corporations. Typicallytechnology is busy doing everything, from construction to

    s mp e ouse o o s.

    Captain Harlockrty a r

    Outlaw Star

    rresponsible Captain Tylor

    Legend of Galactic Heroes

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    en and the rt of yhem1.5 Types of Elements

    Elements are factors added to the setting togive them some type of twist or gimmick. Elements add

    avor to the setting making the world more unique. EachElement will effect the world in someway, even if it is not a

    surface change or apparent to everyone, it will effect thec aracters n someway eventua y.

    HorrorDemons, Oni(s), Ogres, slimy tentacles, and other

    supernatural creatures exist in the night. Sometimes they

    wa open y n t e wor , most o t e t me t e ve n t eshadows. Commonly they exist in a counter world that is

    parallel to our own. Powerful demons often send minionst roug to our wor to ga n a es an p an or a poss e

    invasion.

    erser

    Iczer OneWicked City

    amp re r ncess yu

    Super Techechnology has made incredible leaps forward.

    Anti Grav, Lasers, Teleportation, Powered Armor Suits,

    rans orma e o ots, an a w o e ot more are apossible. This super tech may not be available to thegeneral public, but it is out there.

    Ghost in the Shell

    Project A-koc ence n a eam atc aman

    ag cMagic comes in many forms: the is the ability

    to draw off the forces of nature, the abilities to summonenerg es rom ot er mens on, or raw ng on t eelements of re, water, earth, and air. Some worlds are

    limited to drawing energies from only one source, otherare open to all. Magic does not always exist in the open, it

    is often kept out of the public eye.

    Magic Knight Rayearthu eta c em st

    Slayers

    Record of Lodoss Wars

    Ki, Martial Arts, and Super Physical Abilities c arge a t es, amaz ng mart a arts super

    physical abilities, people able to take a pounding and get

    back up for more. Ki allows for ame ups during dramaticspeec es, super eaps across great stances. unc es

    that send people ying across the battleeld.

    ragon a an

    NarutoSaint Seiya

    u u a us o

    Secret SocietiesMysterious people of great power and inuence

    meet to contro events n t e wor . ey ave t e r ownagenda, and donʼt care what they have to do to achieve

    it. Many secret societies are centuries old, creating theworld they want. Sometimes these silent conspiracies are

    rather new, people banding together for a common goal orto hide some secret information. If more then one secret

    soc ety ex sts n a wor t ey w pro a y war etweenthemselves, but always away from the public eye.

    ant o ouron ens n

    Tobe Isami

    yt o og caGods, magical creatures, great magical artifacts

    all exist in these worlds. Most of the time, empowered

    e ngs an t e r n wa open y n t e an s. appasare as common p ace as cows. veryone as a mag ca

    piece of jewelry of some kind. Gods play an integralpart n t e wor an ex st n numerous ways. ey may

    be manifestations of the forces of nature, the supremecreator of all that is, one of many powerful but lessergods, or just people with extraordinary abilities.

    Arion

    Berserku eta c em st

    Inu YashaSaint Seiya

    Transportation from...s e ement s w en one or more c aractersfrom one setting are transported to another. Many times

    the ones transported are looking for away back, othert mes c aracters can trave ac an ort etween

    settings.

    sca owneFushigi Yuugi

    Rayearthe we ve ng oms

    Leda: The fantastic adventures of Yohko

    Warhe world is at war, usually, the war has been

    go ng on or somet me, ut not a ways. e war s a ma orpart of anything that happens in the world, whether the

    characters are directly involved in the ght or not.

    Legend of the Galactic HeroesMost Gundam StorylinesVenus Wars

    otomsWings of Honneamise

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    en and the rt of yhemSD Comedy Breaks

    These elements are a chance for the Architect

    and players to blow off a little steam. SD Comedy Breaksare time outs where the characters can insult each other,

    whack each other, and basically do crazy stuff, all withoutt e ect ng t e actua game. c aracter can e s appe

    around in SD Mode will not lose any hit points or actionsonce it is over.

    City HunterDragon Half

    ayeart

    .6 Types of Power LevelsHow powerful you would like the characters to

    e w ave a great e ect on t e wor tse . e morepowerful the characters, the more powerful the NPCʼs will

    have to be. Characters who can take on an entire armyy t emse ves, w presuma y ave to g t opponents

    of the same level or more powerful to feel a challenge.f the characters are considerably much less powerful

    t en t ere opponents most a so e e-powere , or t e

    characters will feel inept.t is important to keep in mind that the power level

    can c ange ur ng a campa gn. t s easy enoug to ma ethe characters more powerful, but it is almost impossible

    to lower a power level once the bar has been raised.

    ow Powerede c aracters ave a s g t e ge over eac

    other, their talents make them unique in one area.Nevertheless they are not that much different then

    ot ers aroun t em. tat erences are pretty muc

    within a couple of points, even skills levels are closebetween characters. Super human physical feats can beaccomp s e ut t ey are more or ess n requent.

    Stats between 4 & 7, 1 major talent, and 1 or 2 minortalents, or 40-55 points

    Here is Greenwood

    ntial DLegend of Galactic Heroes

    Mobile Suit Gundam (UC)

    Moderately PoweredThe characters have talents and stats to back

    them up in tight situations. Super human physical featsare more common, with characters being able to push the

    limits of what they can do. Talents start to play a biggerpart n t e game, as we as super s s.

    Stats between 6 & 9, 2 major talents, and 2 or 3 minor

    ta ents, or - po nts

    Cowboy Bebop

    gCity Hunter

    Macross

    Substantially Powerede c aracters ave a st nct a vantage n

    a particular area they choose to excel in. Or they maychoose to be a jack of all trades, being skilled in many

    areas. uper uman eats are not ng out o t e or nary,an t s we nown, t at one u et won t e enoug .

    tats etween , or ma or ta ents, an or

    m nor ta ents, or - po nts

    Ranma 1/2

    Science Ninja Team GatchamanStreet ghter II

    Tri GunSlayers

    xtravagantly PoweredThe characters are ridiculously powerful, and they

    excel in many areas. Typically these abilities are hard toe an most peop e w now w at t ey are capa e odoing.

    Stats between 8 & 10, 3 or more Major Talents, and 3 or

    more minor talents, or 91 or more points.

    ragon aFist of the North Star

    Narutoant ey

    Power levels will be discussed in more detail in section 6.

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    en and the rt of yhem2 CreatingCharacters

    en you s t own to create a c aracter n en

    and the Art of Mayhem it is important to remember onesimple fact. You are creating more then a character, you

    are eve op ng a persona ty. ac c aracter s ou eunique, with strengths, weaknesses, and personal quirks

    all their own. No matter if you are creating the characterran om y, or u ng o a pre orme arc etype or ea.Once the character is nished they should become a new

    personality.en you start to p ay t e c aracter, t s new

    personality should take over your way of reasoning.You should start to act and think in a new way taking

    nto account ow t e c aracters ta ents an aws weffect a situation. You canʼt just play aws when they

    are convent, and talents are more then bonuses to youre ro s. n ng ur ng t e game s ou e more t an

    mat emat ca computat ons. ust ecause t e ru es seem

    to point out that a character canʼt do something, does notmean t ey rea ze t.

    If you havenʼt created a character before, readthrough the character creation rules completely beforeproceeding. You can also refer to the sidebar for the

    creat on o maxaman er to see ow t e process s one.

    2.1 Statsaracters are ase aroun n ne stats, v e

    into three categories. They are Physical, Mental, andPresence. Each stat can range in value from 1 to 10. All

    stats must e g ven at east one po nt, ut no more t en10 points. Stats can go up to 15 but this can only be done

    with a purchase of a Talent. (See Major Talents 2.3)ter po nts are c osen or eac stat, ta e t e

    totals for the three stats and divide by 3, rounding downfor .33 and up for .66. This is characters overall rating foreach category.

    Stats of 3 to 4 are considered normal humanlevels. Stats of 7 to 8 are above the average person on

    the street. 9-10 Represent the best of the best.

    PhysicalThese three stats represent the characters tness

    and condition. It represents their natural ability to perform

    p ys ca tas s.

    Strengthhe measure of a characters brute strength. How

    muc t ey can t, t row, pus , pu or tw st an opponent

    into taffy.

    1-2 Only lift about half their weight

    - Typical Strength- Lift more than their own weight over their head

    7-8 Exceptionally strong being able to press almosttw ce t e r we g t.

    - Powerhouse of brute force.11-15 Superhuman strength levels. Characters can lifto ect arger an eav er t en t ey are an toss t em

    through the air, making it look easy.

    Speed he gauge of a characterʼs swiftness, how quickt ey re w t t e r an s, an ow qu c y t ey can get

    away from a bad situation.

    - e c aracter seems to o everyt ng n s owmotion3-4 Average speed

    - retty qu c- Can make a fair living running the shell game or

    being a pick pocket.- g t o an tr c s a most come natura y

    - Moves so fast they sometimes leave a motion blur

    CoordinationA sum of the characters equilibrium, agility,

    a ance, an an eye coor nat on. so t e a ty tocross a 1000 foot grudge on a fallen tree and not fall to

    ones death.

    - The character is a clumsy and awkward. If theirshoelaces are untied they will trip.

    3-4 Usual coordination- e c aracter s a crac s ot- Neuro surgery is not a problem

    9-10 Trick shots are almost second nature

    - Characters has no problem carrying nitro glycerin

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    en and the rt of yhemMental

    These three stats are the characters abilityto reason and solve puzzle, to understand their

    surroun ngs. ot ust t e r a ty to a sor now e ge,but how well they put it to use.

    Intelligencee measure o t e c aracters an t e r a ty

    to recall facts and gures. The prociency to quote longmathematic formulas to prove they are right.

    - Sometimes has trouble remembering their name- sual Intelligence

    -6 Has an exquisite memory- emem ers strange an unusua acts, w c no

    one in their right mind would remember.9-10 Has a mind is like a steel trap

    - emem ers t ngs t ey a rea n pass ng

    years ago.

    ComprehensionThe gauge of the characters ability to react tot e surroun ngs. e r a ty to ta e n t e n ormat on

    around them and come up with a plan of action. Thepotential to look at the world and compare it what they

    now to re ves ust ow screwe up t ngs rea y are.

    -2 he character can miss a herd of charging

    e ep ants- Normal Comprehension

    -6 he character is very aware of their surroundings- tt e c ues t at ot er m ss seem t w t a g ow ng

    spot g ts.

    - ew details escape the notice of the characters1-15 Notices even the smallest details, like changes in

    w n rect on, s g t o an tr c s, w at someone a orlunch by their breath.

    bstract ReasonThe ability to gure out the relationships of objects

    and gures. The characters aptitude toward workingout geometry, and applying it in the physical world. The

    comprehension of machine and mechanics.

    - Has a problem guring out which hole the round

    peg goes in.

    - orma stract eason- he nature of how thing interact comes fairly

    easily

    - e c aracter as a nac or un erstan ng owthings work9-10 he nature of machines are almost second nature

    - e c aracter can not on y un erstan t e waymac ne wor s, ut mprove t em

    PresenceThese three stat represent the characters

    demeanor, their personal characteristics, mannerisms,

    self-assurance. Their outward composer and personality,how other perceive them.

    ppearancee c aracters p ys ca eauty, persona aura,

    charisma, and how attractive others nd the character.- The character is ugly and rude-4 Most of the time the character is considered

    ome y- The character is considered attractive

    7-8 Alluring, seductive, and ravishing are words toescr e t e c aracter

    - The character is the standard of true beauty1-15 The character radiates beauty even on a bad hairay

    Size

    A rating of physical size, how big the characteris. Not just height but width. The higher the size of thec aracter t e arger t ey w e.

    -2 Short or tiny

    - verage e g t an s ze- Tall or large

    7-8 Very tall or tall and ample

    - mmense s ust one o t e wor s peop e use toescr e t e c aracter

    - Tremendous

    Cool

     rat ng o composure, po se, grace, anelegance. How well the character interacts with others.

    The ability to win people over with charm.

    - Bundle of nerves

    -4 Average coolness-6 Calmed and controlled

    - t takes a lot for the character to loss theircomposure

    9-10 Very few things can shock the character- as t e grace an e egance to put ames on

    to shame

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    en and the rt of yhem2.2 Talents

    alents are what set the characters apart from theaverage joe. Talents are knacks, fortes, aptitudes, gifts,

    an a t es t at g ve t e c aracter an e ge. ac ta entgives the character an advantage in a particular eld,

    a bonus for a roll, or a prociency that few other have.a ents g ve t e c aracter t e upper an , ut are never

    all encompassing.

    Every character should have a few major talentsan a an u o nor a ents to g ve t em an ass st.

    Players can choose Talents a number of different ways.Characters can only buy a talent once, major or minor.

    PurchaseMajor Talent 5 points

    nor a ent po nts

    2.2.1 Major Talentshese are the big ones, they give the character

    a ma or a vantage. ac ma or ta ent s a spec a ty n a

    specic area, permitting the character to achieve featsthat few others could do. Each major talent provides acharacter with either +5 to a Stat or Skill in all situations,

    or some unique gift that few others can perform.

    ec on ng a : e c aracter ave a ma or corporat on,government department, or other agency at theirbeckoning call. They can be used to do work for the

    c aracter, e researc , a r str es, or ot er use u o s.t a te ep one ca t e c aracter can get t e gears an

    cogs of a huge organization working for them.

    Bend Physics: Do incredible psychical feats, defy gravity

    for a few second, run up a wall, turn on a dime at highspeed, come to a complete and utter stop from any

    spee . + to ro s w en try ng mposs e eats w erethe laws of physics are ruling against the character.

    oo worm: e c aracters oves to rea , an rea s

    allot, reads almost anything they can get their hands on.The upside is they tend to remember allot of what theyrea . s oesn t ma e t em an expert n a e , ut t s

    surprising how often these little snippets of information willcome in handy. +5 to any rolls dealing with knowledge.

    Brilliant: The character is more then smart, they are a

    genius. Their mind is like a steel trap that informationcan t escape rom. ts e t ey on t even ave to t nabout things, it just comes to them. Facts, formulas, and

    theories are learned and remember without much effort.Add +5 to Intelligence Stat.

    Colossal Size: The character is big, okay thatʼs an

    understatement, they are huge. Massive shoulder, largehands and feet. Sure buying clothes is a pain, but youdonʼt get very many people trying to push the character

    around. Add +5 to Size

    Cutting Edge Tech: The world of technology is alwaysc ang ng w t new an up ate tec com ng out a t e

    time. The character is always on top of this ever-changingworld. Not only understanding what is current, what ison t e raw ng oar , even t ngs on y n t e t eoret ca

    stage. +5 to rolls dealing with high tech.

    scape rt st: e c aracter can escape any on s, rom

    handcuffs, to the straight jacket, to the old being chainedup and locked in a tank of water. This talent enables themto s p out o persona on s, an sma crampe areas.

    e r o y s a e to tw st n ways ot er cannot, a ow ng

    the character to get out of these tight situations. However,this talent does not allow the character to escape from

    prisons, which is more fun to roleplay.

    Expert Marksman: The character is a great shot; they canuse any rearm, ow, or any range weapon w t greataccuracy. They have a natural knack for knowing how to

    lead, predicting the natural conditions, and then hittingt e mar . + to any ro s ea ng w t tt ng a target

    at range, including pistols, ries, bows, and throwingdaggers, cards, or chop sticks.

    Expert: There are many areas of expertise the charactercan choose. The focus should be tied to a skill or skill set,

    ut s ou not e to roa . xpert o e ectron cs, expertof psychology, expert of red-tape, law expert, expert

    cook, etc… However expert of combat would be a littletoo roa , ut expert swor smen wou e o ay. e

    c aracter w rece ve + to ro s t at are re ate to t e rexpertise.

    t y c : oney s no o ect, t e c aracter as p enty

    of it, and on hand. They are loaded, well off, even. If theystart running low, it is simple enough to replenish it. Thec aracter oes not ave to worry a out money, pr ce s

    never a problem.

    Gizmo Jacket: The character has to ability to pull useful

    Items from their coat. They think of something they needreach and poof, they get something thatʼs close. What

    t ey get s up to t e rc tect. t w a ways e use ubut not necessarily what they are looking for. The Gizmo

    Jacket does not have to be a coat; it can be a hat or otherart c e o c ot ng.

    Gorgeous: How far can you get on looks alone?Well pretty far actually. The character has a beauty

    unmatc e y most, even t e mem ers o t e same sexnd themselves strangely attracted to them. Add +5 to

    appearance stat.

    Grease Monkey: The character understands the nature ofmachines and how they work, they have to just examinea mac ne an un erstan ow an w y t operates.

    Fix mechanism fast, with only half the parts, and have itwork better than before. Add +5 to any rolls dealing with

    wor ng w t mac nes an ot er mec an sm.

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    en and the rt of yhemHardboiled: Life has never been easy for the character,t s as e t t e c aracter w t a very roug e ge. un,

    cheerful, humorous, and friendly would never be usedto describe them. They intimidate others by just lookingat t em, an goo uc to anyone try ng to nt m ate or

    interrogate them. They are one tough cookie have been tohell and back and are not happy about it. Receive +5 to all

    att e o w ro s.

    Healing Touch: The character has a natural gift forea ng. rom woun s to nesses t ey ave a nac or

    knowing what to do, even if it is only temporary relief. Add

    5 to all healing rolls.

    Hyper Speed: The character is fast, really fast, they havea quickness to their reexes that is unparalleled. Add +5

    to Speed Stat.

    ʼll Be Back Syndrome: Some people have a natural

    knack for surviving death defying situations. When thingsget a an are not go ng t e r way t ey can c oose to

    escape the situation. As long as they are trying to escapethey receive a +5 bonus to their rolls. If they turn to ght,

    an amage an opponent, no onus. t ey per orman attack to distract or confuse someone trying to stopthem, they get the bonus. The talent also works to rescue

    t e c aracter w en t ngs oo a . e t or ea n t emiddle of nowhere? They are found by a stranger and

    nursed back to health. Left in a prison on death row? Apr son r ot rea s out an t ey ave a c ance to escape.

    Killed and buried? Wasnʼt really them. Villains love thistalent.

    nvu nera ty: e c aracter s u t e a roc an

    is harder to hurt. Invulnerability represents a naturaltoughness to the character, they do not bruise or cuteas y, owever t oes not e p t em ea . + to

    their DAN number. (See Section 2.17 DAN for moreinformation)

    Luck: Stuff tends to go the characters way, certain thingswill happen in their favor. The character can spend Luck

    po nts to rero a a e ro w t + . owever t e more t eyo t s t e more expens ve t ecomes. ac t me n a

    day they do this the cost doubles, so rst time it only cost, t e secon t me , t r t me , s xt t me .

    Natural Athlete: Running, climbing, throwing, jumping,balance, these all come naturally to the character. They

    ave an e ge w en t comes to p ys ca tas s. + toany athletic rolls, and the characters physical stat checks

    are automatically doubled.

    ilot Anything: +5 to all pilot and driving rolls. Thecharacter can y a jumbo jet, a helicopter, the spaceshuttle, it makes no difference. Cars, trucks, semis, tanks,

    it all comes naturally. This talent also allows the characterto jump into an alien ship and know how to y it with a

    qu c scan o t e contro s.

    Regeneration: The character heals faster than everyonee se. t ta es t em a t e t me to recover rom e ng

    knocked silly. Hit points are recovered at double theirnormal rate.

    Sharp Eye: The character have excellent peripheralvision, their eyes adjust to light changes quicker than

    most, an t e r v s on s muc s arper at onger range.

    The tend to notice things that others miss and have aneasy time understanding their surroundings. Add +5 tocompre ens on stat.

    Side Step Shufe: Dodge attacks, bullets, falling trees,rolling rocks, and even falling ceilings. Add +5 to dodge

    ro s. oreover, a o ge ro s o not cost an act on nomatter how often they must dodge. (See section 2.6

    Defense)

    Slick Talker: The character can take anything anybody

    says and turn it around. Their rhetoric is suburb, allowingt em to sp n any scuss on or argument to t e r avor.

    When it comes to running the con game there is on betterAdd +5 to any roll where they are convince another to

    c ange t e r m n or agree w t t em.

    Super Martial Arts: The character is trained in rare from

    o mart a arts. s ta ent g ves t e c aracter + to t e rart a rts ro s.

    uper ec : en t comes own to puzz es, ow

    things work, or the calculating formulas, the characteris unmatched by most. Nothing mechanical is beyondthe character. +5 to Abstract Reason (Super Abstract

    Reason).

    Super Coordination: The characters balance and handeye coordination are excellent. Catching, throwing,

    deecting, juggling, walking tight ropes, balancing objects,etc… all come very easy. Add +5 to coordination stat.

    The Rose: This is the power to pull roses seemingly outof now where, the character can use the rose as a prop

    or even to t row. e ose acts e a art w en useas a weapon, not really doing a lot of damage but can

    be used to pin clothing or cut ropes, etc… The roses cane any co or ut most o ten t ey are re , w te, or ac .

    ere s no rea m t to ow many can e pu e , ut acharacter can pull a maximum of one an action. So if theywant more than one they will have to wait till the following

    act on to pu t e next one.

    Tremendous Strength: The character can perform featso strengt . e to t o ects t at wou norma y ta e

    several men, rip doors right off their hinges, carry heavyloads long distances even up hill, etc…, Add +5 to theirstrengt stat.

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    en and the rt of yhemUltra Cool: Nerves of steel, the ability to keep onesea even n t e most stress u s tuat on, to rema n

    levelheaded. The character just radiates calm andcontrol, even giving condents to others around them, orr v ng t em ma as t ey try to crac t e c aracter.

    +5 to cool stat.

    . . nor a entsnor ta ents are onus an a t es t at g ve

    the character aid in certain situations. Most of the timeMinor Talents are special aptitudes that are used while

    ro ep ay ng, some g ve onus to ce ro s.

    Authority: The character has a position of authority andcan use t s to t e r a vantage. eop e oo up to t e

    character, or fear them, either way they tend to take whatthe character says seriously, and donʼt want to piss off. Ofcourse not everyone as respect or aut or ty.

    Bulk Out: This talent allows the character to increase

    t e r o y s ze. to t e r ze tat or turns. s

    increases their size and adds to their Hit Points. Veryimpressive when done at the right time.

    Charming: There is something about the character that

    people just like. If the character is nice and treats peoplekindly, most people will follow the lead and will be nice to

    the character. Of course if they burn that person, they arenot likely to be charmed again.

    Connected: It pays to be well connected, you are never faraway from someone that can lend a hand. A call for help

    in tough situation, some back up when needed, a helping

    an s never ar away. ust a ew contacts ea you tosomeone that can help. Need transportation? A few callsand you get hooked up with a friend –of-a-friends-brothers

    w o as a cargo p ane. ee some musc e ou nowsomeone who goes to a wrestling school and bounces atthe clubs on the weekend, he and maybe some buddies

    can en a an . onnecte g ves t e c aracter a c anceto reac ot ers t at can e p. s oesn t guarantee t e

    help; it gives them a chance to reach someone who can. Its up to t e c aracter to ta t ere way nto t e e p.

    Constant Prop: The character has a prop that theyconstantly have on them. The prop can be practically

    anyt ng rom a persona o ect, to an art c e o c ot ng.For example it could be an old stogie cigar that their

    character chomps on constantly and it never goes out.

    Cute: Everyone thinks the character is cute and stops tocomment about it. They tends to be nice to the character,unt t ey p ss t em o , t en t e cuteness wears o qu c .

    Dimensional Pocket: This talent allows the character tostore tems n a sma extra mens ona space. t s ou

    be limited to a few items or a group of items. Animalcharacters may carry equipment in dimensional pocketss nce t ey ave no poc ets to e ng w t . ome may store

    weapons there for quick retrieval.

    rect on: e c aracter to a ways now w ere nort s.

    They tend to know where they are, how they got there,and how to get back. It is hard for them to get lost even ina p ace t ey ave never een.

    Famous: People have heard of the characters talents, andaccomplishments, the good things. The Architect should

    gure out what theyʼre famous for is.

    Flame up: This talent allows the character to ame upt e r aura. ame up g ves t e c aracter two onus,the rst they look cool with their aura ashing around.

    If the Character wishes they can form their aura intos apes e a oen x or ragon. e secon use a ows

    the character to frighten their opponents in combat.Opponents most make a cool check or loss an action.

    Invent Rube Goldberg Device: The character is able tomake gizmos with whatever is on hand. They always

    requ re many steps, ut t ey surpr s ng y o w at t eyare designed to do. Even if it involves, shot guns, alarm

    clocks, rats taking cheese, and so on.

    Flashback: The descriptions of the character are richand detailed. As they talk others are drawn to what theyare talking about, almost as if they are transported to the

    event an are v ew ng t as t appens.

    Flash Forward: The character verbal skills draw in anyonesten ng. en escr ng a p an; peop e see w at t e

    character describe with footnotes and measurements.

    Instant Clean: After becoming totally a mess the character

    brush their self off and look as good as new.

    ntu t on: e c aracter as unc es, gut react ons,t at ten to pu t em one way, or po nt out t ngs t at

    maybe important, even if what that importance is at thet me rema ns a mystery. en t e c aracter comes to a

    crossroads, with lots of options, they can ask the Architectwhat road their Intuition tells they to take.

    ron aw: e c aracter s got a natura toug ness tothem. They can take a punch or hit, get up from a fall

    faster. +3 to DAN.

    the Knock: This talent allows a character to hit anelectronic or mechanical object to get it to work. Theycan get ree ca s out o a payp one, t e u e ox to p ay

    a song, or they can get the right password imputed in alock. The Knock never lasts that long, and will not x an

    tem, ut t m g t get t to wor ust ong enoug .

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    en and the rt of yhemKnows People in High Places: Itʼs good to know peoplen aut or ty, t ey can a ways e e p u y n toug spots.

    Arrested? No problem a phone call will get you bailmoney, or a lawyer, or even a pay off. Need to get intoa ac t e nv te-on y party o pro em, you can get

    in, now you just need the right dress. Of course thesefavors donʼt always come for free, often each favor will be

    nee e to e pa o ater.

    Knows Where Whoever Theyʼre Following is Going: Thista ent e ps out t ose ounty unter types w o a waysget somewhere before the person they are following

    does. Yet this does not mean they know what the personis going to do there, or what the place is. Treat this as

    knowing the geographical location not the actual details ofthe place.

    ngu st: e c aracter as a nac or anguages, t eycan pick up languages of others fairly quickly. Just by

    listening, the meaning starts to come to them, they startto un erstan patterns, an soon t ey are a e to start

    conversing with others, even if it is crudely. However itwonʼt be long before they are speaking like a native.

    Master of....: Pick something the character is a masterof and give them a 15 skill. The Mastery has to be

    somet ng t at not o ens ve or e ens ve n nature.ngs e c oc et, ureaucrat c, rac ng, e c,

    nterrogation, Acting, etc.

    etap ys ca ty: metap ys ca a ty a ows acharacter to summon the energies and use them. Thecan be attacks, spells, special techniques, psychic

    a t es, etc… t t s ta ent a c aracter can c oose a

    metaphysical ability from section 2.6.2. Each metaphysicalability is a different talent, characters can take this talentaga n, as ong as t ey o not c oose t e same a ty.

    Object from a Loved One: The character must choose ano ect t at was g ven to t em. t s usua y a oc et, r ng,

    or other piece of jewelry. This object will allow them asave or bonus in different situations. Like they are hit in

    t e eart y a u et t ey t n , owever, w en t ey oo ,t e oc et too t e t.

    anty as : s a ent s or ema e c aracters on y.

    When activated the skirt ies up giving all male charactersa quick look. They must all make a Cool Check at half stator lose 1 action.

    hotographic Memory: The character tends to have great

    recall when it comes to facts they have seen. They canreca peop e s names an aces w t easy. emem er

    facts from newspapers they have read.

    Photo OP: With this talent their character pauses to doPhoto OPs. It could be body builder poses, or a short

    routine with a weapon ending in a pose. They are alwaysashy and dramatic in nature. When performed it is liket e spot g t s on t em, an a act on aroun t em

    seems to stop for the moment.

    ro ess ona eputat on: e c aracter s nown y

    people in their eld for their knowledge and abilities. Thereputation is of course good, of course it could spurn att e ea ousy.

    Pull Out Signs: This Talent allows the character to pullout signʼs with what they want to say written on it, or

    appropriate pictures. This is perfect for those charactersthat cannot speak for one reason or another.

    Scrounge: This talent allows the character to nd whatthey need to x, build, or jury-rig something together. The

    character digs through whatever is on hand and turns itnto somet ng use u .

    Social Chameleon: Some people just seem to blend in

    w ere ever t ey go. ny soc a sett ng or s tuat on t eyare able to adapt to their environment and the peoplearound them. Other people just assume they belong,

    n a m tary ase, t ey wa an sa ute correct y. tthe docks they scratch and spit with the best of them.

    However if someone starts to talk to them, their covercou e own.

    Sooth the Savage Beast: The character seems to be ona empathic level with nature and animals. They tend to

    now w at to o to ca m an an ma own, or ma e t come

    to them. They can become friends with most animals.

    Special Vehicle: This talent gives the character a special

    vehicle only they can use. Could be a fast motorcycle,supped up car with gadgets, a specialized plane, or evena stars p. epen s on t e wor an w at s ava a e.

    Think of what the character want it to do, then talk to theArchitect.

    Stone Faced: It is hard to read the character, they are

    able to keep their reactions and feelings to themselves. Its ar to te t ey are u ng or not, an even ar to

    tell if they are intimidated.

    Stupid Luck: The character gure things out by accident.

    ey ean on t e r g t sw tc to open t e secret oor, orpick up a clue and play with it for no reason.

    Super Weapon: A special damage weapon. This weapon

    can add bonuses to damage, like x2 or +8. Have addedaccuracy +4 to hit. Or even do extra type of attacks,or examp e a swor t at can a so t row re a s. e

    weapon can be anything, swords are the most common,but the character could have a special pistol, or even a

    utter n e t at oes t e amage o a swor .

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    en and the rt of yhemTinker: The character loves playing with technology,t ey may not u y un erstan t, t ey m g t not e a e

    to design and build it themselves, but they can improveit. They have a knack for understanding devices andcan mprove t e r per ormance. ey can x, upgra e,

    overcharge, and even combine devices to worktogether. +3 to tasks dealing with xing up, or upgrading,

    tec no ogy.

    Ventriloquism: The art of throwing ones voice to maket appear to e com ng rom somew ere e se, an t eps on t even move. e c aracter can pro ecte t e r

    voice and make it appear that is coming from someplaceother then them. The trick only works in the immediate

    area of the character, no more then a few meters, and thecharacter most be able to talk to do it, in other words if

    they are gagged or underwater it canʼt be used.

    2.2.4 List of TalentsMajor TalentsBeckoning Call

    en ys csoo wormr ano ossa ze

    Cutting Edge TechEscape ArtistExpert Marksman

    xpery c

    zmo ac eorgeous

    Grease MonkeyHardboiledHealing TouchHyper Speed

      e ac yn rome

    nvu nera yLuckNatural AthletePilot Anything

    egenera onSharp Eye

    e ep u ec a er

    Super Martial ArtsSuper TechSuper Coordination

    e oseremen ous reng

    ra oo

    Minor TalentsAuthorityBulk OutCharmingConnected

    ons an ropu e

    Dimensional PocketDirectionFamous

    ame upnven u e o erg ev ceas ac

    Flash ForwardInstant CleanIntuitionron aw

    e nocnows eop e n g acesnows ere oever ey re o ow ng s o ng

    LinguistMaster of....Metaphysical AbilityObject from a Loved One

    an y aso ograp c emory

    o oProfessional ReputationPull Out SignsScroungeSocial Chameleon

    oo e avage easpec a e c e

    Stone FacedStupid LuckSuper WeaponTinker

    en r oqus m

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    en and the rt of yhem2.3 Flaws

    laws are used to balance the strengths gainedthrough talents. Flaws are problems, quirks, difculties,

    osyncrasy, o t es, a ts, etc… t at a c aractershave. Some aws affect the character directly, while

    others affect the people around them.en creat ng a c aracter t s mportant to watc

    which aws the character takes. Some aws can have

    a critical effect a character. To many of these aws cancr pp e a c aracter. n mportant remem ers

    YOU CONTROL, FLAWS YOU DONʼT. A charactercannot take a aw designed it to give them some kind of

    a vantage.Characters will have to take two aws for each

    Major Talent and one aw for each minor talent.

    Absentminded: This aw makes the character forget

    where they put something. They are always trying to ndw ere t ey e t t ngs, an are constant y os ng t ngs.

    to ro s ea ng w t remem er ng w ere certa n t ngsare.

    Absolutely No Sense of Direction: The character makea random decision about turns, and directions. If the

    character is someplace heʼs been for a while they wille a e to get t ere, t w ust ta e onger. out to

    three time longer “I sent you next door to get a cup ofsugar how come it took you 20 minutes?” “I got lost.” Ift e c aracter s ea ng out or a ong stance tr p t ey

    probably will never make it without allot of help.

    cc ent rone: ey ust can t e p t, ts not e y t eyare trying to break things, it just kind of happens, they trip,

    and run into things, they will lose their grip and drop arag e tem, at t s worse t ey w set o a c a n react on

    of little disastrous with just a stumble. Half stat checks if

    something could end up being broken.

    Acts Like …: With this aw the character tends to behavein a stereotypical manner. Could be a salesmen, lawyer,

    cabby, gangster, etc, The character will put up this act insoc a s tuat ons even t s not anyt ng t ey are, t ey

     just like to pretend.

    ways ro e: ere s never enoug money to go

    around. Every time the character tries to save some, a

    expense will come up. Most of the time the character isn e t an s try ng to arrow some money to get y.

    Always Complains: The character is always complaininga out somet ng. e r c ot s are a rty, t ey can t o athing with their hair, and the famous “oh I broke a nail.”

    Always on Downers: A character with this aw looks like

    they have no energy and is always half asleep. They arenever quick to react and always take their time. However

    once the adrenaline starts pumping they are ready foract on, ut once t e exc tement s over t ey are rea y ora nap.

    Always Hungry: With this aw, the character, is alwaysoo ng or oo . ey ove to eat, an eat anyt ng.

    They will try to nd some snack food, and eat anythingavailable. They are also easily bribed with food, -5 tores st an o er o oo .

    Always Serious: The character tends to take everything

    too ser ous y. ey ave a most no sense o umor an

    do not get jokes, puns, or sarcasm. They think life is toshort for fooling around, and when there is a job to beone, t at s ou e rst an oremost t ng on t e r

    m n .

    Amnesia: The past is a mystery, some, or all, of the

    characters life is a blank. They are not sure whathappened to them, or why. Usually the past is linked to

    some cover up or conspiracy, or they just hit their headone ay an on y w s t was somet ng more ramat c.

    Anal Retentive: A character with this aw has to haveeveryt ng per ect, t ey re e c ency experts, an ate to

    waste anything. Everything should be neat and organized,every object should have its place, and be put back there

    once t s one e ng use .

    Anatomical Shift Syndrome: Do to some physical trigger

    t e c aracter c anges etween two or more p ys caforms. It may be man to animal, male to female, tall

    female with blonde hair, to short female with black hair,w atever. e trgger s a ways somet ng uncontro a e,

    like a word, a sneeze, water, the full moon, etc... Most ofthe time the change does not effect the characters mindand they have their skills and knowledge intact. However,

    n some orms, e man to an ma , t ey may not e a e

    to speak or have opposing thumbs to use weapons ortools. Limitations should be discussed with the Architect,ut remem er t s s a aw, one orm s ou ave some

    major disadvantage. It is also possible to have more thantwo forms but keep it down, too many forms can causea ot o gam ng ass es. s aw may e n e to p t

    Personality aw.To make the different forms the character must

    rst c oose t e r ase orms t ey c ange ac an ortfrom. Their base form gives the character skills and skill

    points. Each form will have itʼs own Stat points rolledup. et n a orms t e menta stats w a e t e same.

    owever, t e p ys ca an presence stats w c ange.A nal note this aw can be a real hassle in a game,anytime a player wishes to take this aw they should talk

    to t e rc tect an ave t e aw approve rst.

    Annoying Personal Habits: This aw gives the characteran annoy a t t at t ey o a t e t me. t cou e ta ng

    to themselves, repeating the last words someone says,bragging, biting their nails, picking their nose, etc...

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    en and the rt of yhemAnti-Brain: The character does stupid things, all the time.t ngs t at r ve norma peop e nuts. e t ngs t ey

    do are just not right for the situation, making anyoneviewing it question the sanity of the character. Anytime thec aracter oes somet ng o t e wa , ot ers v ew ng t

    will have to make a mental stat check, if they fail, they willlose an action, think of the large sweat drop, or the classic

    … over t e c aracters ea . epen ng on t e w at t e

    Anti-brain character does, the stat checked maybe halvedor worse.

    Antisocial: A character with this aw hates groups,

    crowds, and other gatherings. And they will let everyoneknow it too, they try and keep to themselves.

    Argumentative: The character likes to argue, in fact

    they will go out of their way to start an argument. If theysagree w t someone, t ey won t es tate to vo ce t.

    Arrogant: A character with is stuck up, and believes thatt ey are etter t an everyone e se s. atever t e root

    of this arrogance the character believes that others arebeneath them, and dealing with people beneath them can

    e suc an annoyance.

    Avoids Pain When Ever Possible: The character hate to

    o t ngs t at m g t cause t em pa n. ey w try to o ta different way so you do not get hurt. Remember “I may

    be a coward but, Iʼm a greedy little coward.”

    Angst: The character has allot of self-doubt. Doubt aboutwhat they are capable of. Doubt about what they shoulddo. Doubt about what others will think. Doubt about what

    s t e r g t t ng, an w at s t e wrong t ng. ere s no

    end to the Anxiety the character feels.

    a ccent: e c aracter ta w t a a accent, many

    people canʼt understand what they are saying. Thickdraws, funny ways of pronouncing syllables, addingstrange pre x an su xes on to wor s an sentences.

    Bad Joint: It could be a sore knee, a dislocating elbow, or

    even a a ac . atever t e reason p ys ca act v tyten s to ea to pa n. – on a p ys ca tas .

    a eputat on: eop e ave ear o t e c aracter, t e

    a t ngs. ey oo at t e c aracter as trou e an wprobably never trust them. -5 to convince rolls

    a s on: e s a ur, a rea ur not a gurat ve one,and fuzzy blur on top of that. The characters vision is

    terrible, they have a hard time seeing and focusing in ont ngs, an must wear arge t c g asses. – to v sua

    perception based skills, and if the character loses theirglasses, -5 to all skills needing them to see.

    Berserker: The character with this aw tend to go intorages w en urt n com at. ac t me t ey a e ow a

    their hit points they will be lled with a berserker rage.Roll 1d10 to nd out how many turns the character wille erser . e erser t ey attac anyt ng n range,

    friend or foe until the turns are over.

    - o ar: e c aracter w o ten s t rom two erent

    extremes in their personality. Like going from happy tosad, or calm and controlled to silly and wild, energetic tosu ue . yp ca y no persona ty type s om nate, anthe character will switch back and forth.

    Bloody Nose: Every time someone talks of sex, shows

    a little skin, or does a panty ash the character gets abloody nose and loses all actions for 1d6 turns.

    Boy Scout: You were brought up with respect for others; totell the truth, to play by the rules, never cheat, to stand up

    for what is right. All those things others seem to think onlyget n t e way are an mportant part o w o t e c aracter

    is.

    rea way ot ng: t t s aw, t e c aracter asproblems keeping clothing in one piece. They seem to ripand tear during combat, always covering strategic areas,

    ut a ways nee ng to e rep ace y t e t me com at sover.

    rea s nto ears: en t e c aracter gets urt, a s, or

    make a fool out of themselves, they start to cry, and itʼshard to convince them to stop.

    un e o erves: erves o stee t e c aracter oes not

    have. The littlest thing worries the character. A strangesound? Could be someone sneaking up on them. Astranger n t e ac o t e room, cou e someone

    spying on them. They keep seeing people following themout of the corner of their eyes.

    Can Never Get a Date: The character can never seemto get a date. They are stood up, their dates fall ill, are

    nappe , t ey may as someone out an t e personfaints. The reasons will change but the effect is the same.

    an t a e p e r n : c aracter w t t s aw

    can never truly decide what they want to do. Each of theoptions are so good or bad they cannot decide.

    Canʼt Notice a Herd of Charging Elephants: Even thoughthey see things normally, things donʼt always click with

    the character. Often times they are unable to locate ano ect, even t oug t s r g t n p a n s g t, t ey ust ten

    to over look it till it is pointed out to them. Sometimeseven something strange or out of the ordinary will passy t em w t out even a secon oo . – to ro s w ere t e

    character maybe searching for something.

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    en and the rt of yhemCompulsive Gambler: Life is a risk, so why not beton t. e c aracter oves to et, et on anyt ng an

    everything, and could never turn down a game of cards ordice. They are always trying to get others to bet on thingsto ma e t ngs more nterest ng, an wou never turn

    down a wager.

    umsy: c aracter w t t s aw ac s p ys ca grace.

    They are always tripping over their own feet or droppingthings. Coordination checks are always halved. A Architectcan a so ave t e c aracter ma e a coor nat on c ecw en o ng somet ng or runn ng.

    Dark Secret: In the characters past they have a secret

    t at most never get revea e , t must rema n en atall cost. They go out of the way to keep the dark secret

    hidden. Is the character wanted? Are they hiding from thelaw? Or Syndicate? Whatever the dark secret it will bebad for the character if it gets out.

    epen ence: e c aracter as a epen ence on

    something or they lose talents, become weak, etc.. Thedependence might be several different things; they must

    r n orange u ce, nee sun g t, etc... e epen encesand effect should be discussed with the Architect.

    xaggerate mot on: e c aracter ten s to ave anemot on or emot ons on g . enever t ey are t y

    the emotion it is like it is set to 11.

    Glass Jaw: A good shot to the head is never a good thing,however to the character with a glass jaw it is even worse.f the character is hit in the head, all stat checks are

    a ve .

    Greedy: The character will always do what they think willget t em r c , or r c er, t en any o y t ey now. ey

    will tend to ignore danger, or try to trick others into helpingthem, anything to reach their goal.

    Gullible: Ever here the saying; There is one born everyminute? Well the character is deantly one of them. With

    t s aw, t e c aracter s pu e nto sc emes an con jobs with ease. They tend to take people at their word, if it

    sounds good, then it will be.

    Guilty Conscience: If the character does anything isremotely dishonest, it really bothers them, and they feelthey have to put it right.

    Hangers On: It is hard enough to take care of oneself

    without having other dependents hanging around. It coulde a spouse, s, s c mot er, tt e rot er or s ster.

    Whoever it is, they depend on the character for help.

    Hard Drinker: The character drinks, and not the light stuffe t er. yp ca y t w e a g ass o rut gut stra g t up or

    on the rocks, if it needs to be shaken or stirred itʼs forpansies. The hard drinker isnʼt what you would call a funrun , ar rom t. ey r n to orget, an t en get ma

    when they canʼt remember what they where drinking toforget. They never pass up a chance to drink away their

    sorrows, an w en t ey o reac t at po nt t ey can e

    next to useless till they sleep it off.

    ar o ear ng: e c aracter w o ten m ss t ngs t atare said by others. Worse many audio clues, like footsteps

    or heavy breathing behind them, go unnoticed. –3 toawareness and detection rolls wear hearing is important.

    Has to Leave Heroes after Tying Them Up: This is a

    common aw for many villains, and sometime a coupleeroes. t e c aracter captures t e r prey, t ey gure

    that their prey canʼt escape their trap, and leaves them

    acting as if they already are out of the picture for good,an goes on to t e r next stage.

    Hates a Personal Habit: The character cannot stand a

    certa n persona a t o ot ers see nnoy ng ersonaHabits). The reaction to the habit could be anything, theycould get violent, runaway screaming, start yelling, get

    run .

    Hates a Type of People: The character does not like acerta n type o peop e. t cou e po t c ans, awyers,

    tax ca r vers, or even peop e w o wor at conven encestores. It doesnʼt really matter, they just annoy thecharacter to no end.

    Heavy Sleeper: Once asleep it is very hard to wake thecharacter; often they must be physical shook to be coaxedout o s eep. e c aracter es to get a u e g t ours o

    rest, if they are knocked out, chances are they will sleepfor a few hours, unless someone wakes them. Also onceawo en t ey ta e aw e to come to t e r u attent on an

    are unable to do much for at least a few minutes to a halfhour.

    en eauty: person w o sn t p ys ca y attract ve,

    until they take off their glasses, or let down their hair,etc... ey o course are o v ous to t s c ange, an are

    s oc e w en peop es att tu es c ange towar s t em. – to appearance skills, until the beauty is reviled, however

    the character feels uncomfortable while doing this and will

    want to sw tc ac o ten.

    Honest: The character canʼt lie, it is not in their nature,even sp nn ng t e trut s ar or t em to o. acts spea

    for themselves, and are not to be changed just to suitsomeoneʼs needs. Blufng is just foreign to their way oft n ng, t ey are not sure ow to o t.

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    en and the rt of yhemHunted by...: Someone or some organization is alwaysunt ng t e c aracter. t cou e t e r ex-g r r en ,

    the cops, a reporter, or even the CIA. They will alwaysbe tracking down the character, even if the charactermanages to g ve t em t e s p, t won t e ong e ore t ey

    are back on the trail.

      ou an t se our r en s, o an ou se: e

    character use people anyway you see t to get what theywant. The character has their morale code, but their isnʼtanyt ng wrong w t pu ng a ew str ngs to get w at t eywant.

     Illiterate: The character canʼt read, everything they picked

    up, t ey earne y o ng. ey ten to e an s on anwill try to avoid doing anything, which requires them to

    read. They are not stupid, they learn symbols and iconsqu c y, t s ust str ng wor s toget er n sentence t atmake it tough.

    mpat ent: e c aracter oes not e to wa t aroun or

    anything. They are always jumping the gun and ying offthe handle. Life is moving along with or without them, they

    want to ma e sure t s w t t em.

    Immodest: The character doesnʼt really have a sense of

    mo esty. ey w str p own to a most not ng w t out asecon t oug t to t ose aroun t em or w ere t ey are.

    They will talk about sex, bodily functions, and other thingsw t no em arrassment to t emse ves, an even t oug

    the people they are talking to are complete uncomfortablewith the subject.

    Impulsive: Certain things just sound to good to be true

    and the character will basically forget everything else anddo it, without thinking of the consequences.

    Incurably Shy: The character cannot confront the oppositesex. They are too embarrassed, or possible they area ra o t e et own. atever t e reason t ey are

    always uncomfortable around people they have romanticfeelings for.

    Insanely Jealous: The character is always jealous of

    the people around them. Jealous of the attention othersrece ve, ea ous o ot ers a t es, ea ous o ust a out

    anyt ng.

    Intoxicated: The character likes to drink, and is drinking

    most o t e t me. t ey are not r n ng, t ey re nurs ng ahang over, and thinking about their next drink. They never

    pass up a chance to get a drink, and will go out of theirway to get one. en r n ng t e c aracter rece ves a –

    to all physical tasks, and while they have a hang over –3to mental tasks.

    Just Looks Stupid: No one believes the character hasany smarts. ey ten to ave a um oo on t e r ace,

    like their mind is a total blank. Others tend to think thecharacter is not that bright, and donʼt take them seriously.

    Kleptomaniac: The character steals things they think theymust have, typically small things they can easily stuff in a

    poc et. ey may even stea rom a r en .

    Lazy: A character with this aw is laid back and hard tomot vate. ey wou rat er wa t t en o somet ng now.yp ca t ey ave no n t at ve to go out an o anyt ng

    on their own.

    Lecher: This aw means the character is always goingnuts when someone of the opposite sex walks by. They

    like revealing clothing on women and will go out of theirway to get a goo oo or try to p c t em up.

    Leering: The classic psycho stare look. Whenever thec aracter sees a mem er o t e oppos te sex t ey are

    attracted to, they just start to stare. They have a hard timetaking their eyes off the person. They will some times start

    to ean an roo .

    Lives in a World All There Own: The reality the character

    ves n s not t e same one everyone e se sees. eysee things differently than everyone else. Enemies lurk

    everywhere, every day object are not what others seet em as. ome t mes t e antasy wor o t e r m n

    comp ete y ta es over ow t ey v ew t e wor see ngbuildings and everyday objects in a completely differentlight.

    Looks Like Someone Else: With this aw, the character isbeing mistaken for someone who is wanted, or someoneno one es. t ten s to appen qu te o ten.

    Looks Out For Number One: The character is always outor t ere se nterests. s oes not mean t ey never

    help anyone but themselves, but everything they dorevolves around making sure things go good for them in

    t e en .

    Love Sick: Always looking for love the character will falleep y an ma y n ove at t e rst opportun ty. t e

    character is not chasing after their current object of desire,they will dream about meeting them. They think the littlestcrush is true love, and love at rst sight happens allot.

    Loves to Fight: Combat is where it at, and nothing

    better then laying out as many people as possible. Thec aracter en oys gett ng nto g ts an wants to eat as

    many people as possible. They love to brag about howmany ghts they have been in, and how many foes theyave e eate .

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    en and the rt of yhemLoves Strange Items: The character has interest instrange tems. ey ten to co ect t em an treat t em

    like they are the most valuable item in the world. Theitems could be practically anything, from toys, books,coo ware, etc…

     Masochist: The character with this aw loves pain, any

    pa n. ey oo orwar to go ng to t e ent st, n act

    they beg to be tortured to the point that it is no fun for thetorturer.

    Miser: A person with the aw of being a miser is always

    hoarding money. They will not loan anyone money withoutcharging outrageous interest. They will even try to cheat

    people out of their fair share.

    Misses Important Information People Tell Them: It issomet me ar to remem er everyt ng some o y stold, but the characters seems to be forgetting important

    things. They are always stating why no one told them, andare constant y rem n e t ey .

    Mocks Everyone: With this aw, the character is often

    very sarcast c. nyt me anyone a s t ey get rea y v c ousand tend not to let up.

    o est: e c aracter s a t se -consc ous a out t e ro y an pr vacy. ey em arrass eas y w en t ey are

    less then fully clothed or someone of the opposite sexs near y. ey on t e to ta n pu c a out anyt ng

    sexual, and will shy away from any of these situations.

    Mt. Fuji Syndrome: The character tends to go into a set

    o poses an speec es, ta ng t emse ves up, an try ng

    to look cool. Of course the bad guys tend to ignore them,and the waste of actions annoys their allies. Typicallyt e c aracter w waste t e r rst ew act ons o ng t e r

    routine.

    aïve: e c aracter s ac ng n wor y exper ence an

    understanding. Things others take for granted, they ndstrange and unusual. They pretty much act like the classic

    country ump n. 

    Negative Skill: With a negative skill, a character thinkst ey ave a s an t e r goo at t. owever, t ey cannot

    o t at a , t e most common negat ve s s coo ng. eskill is at -5 and can never be raised or lowered.

    ervous w tc : en t e c aracter gets nto a stress usituation, or is just plain bored they will start a nervous

    twitch without even really being aware of it themselves.t cou e t ng ones na s, or p ay ng w t a persona

    object or weapon, talking out loud to themselves, playingwith their hair, etc….

    Never on the Ball: A character with this aw has a hardtime getting into the swing of things. They are often

    preoccup e y ot er t oug ts.

    Never Turns Down a Challenge/Fight: The charactercannot turn own a c a enge t ey must o t or t ey ee

    they will lose honor or other people will look down onthem.

    Noble Calling: A noble calling is to have a goal, or calling,to something greater. It could be teaching, or religion, or

    even ea ng t e s c . e c aracter str ves to t s no e

    calling, guiding them in their choices. The calling has tobe noble, ass kicking is not a noble cause.

    No Common Sense: The character never stops to think

    of the situation they are in, they pretty much do what theywant, when they want.

    No Idea of the Gravity of the Situation: The character has

    a hard time realizing the predicaments they are in. If theysee an army n ront o t em, t ey are rea y to c arge.all the character are captured, they think no problem they

    can deal with it. If they are lost it is not a problem they willsee somet ng t ey now soon enoug .

    Noisy: Gossip always fascinates the character, who is

    see ng w o at s someone up to at oneperson say about the other? All these questions and moreare very important and the character canʼt get enough.

    No Luck: A character with this aw seems to have bad

    luck follow them around. When the character is aroundtt e t ngs go wrong.

    No One Cares What Happens To You: This aw justmeans that everybody ignores the character. Few will

    come to t e r a unt t e c aracter conv nce t em t at t

    is worth it. Or until they are needed for something.

    No Sense of Danger: The character never realizes what

    danger really is. Theyʼre always gung-ho, ready to tackleany problem.

    No Sense of Timing: The characters are always off cue.They say the wrong thing at the wrong time. They jump

    nto att e too qu c or too s ow. nyt ng t at as to owith getting something done right time the character is off.

    o act: e c aracter as no sens t v ty to w at s proper

    an appropr ate n ea ng w t ot ers. at t ey say ordo will often offend people around them.

    o power: t s not ar to get t e c aracter w acdown under pressure. They fold easily to threats, and

    have a hard time controlling their own impulses.

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    en and the rt of yhemObsessed: The character thinks about somethingconstant y an compu s ve y. t cou e money, women,

    new technology, history, legends and lore, etc…. Whatever is chosen it will occupy the characters mind at almosta t mes. ey w e rawn to t e o sesse su ect

    when ever the opportunity arises, and it is tough to pullthem away, even if their life is in danger, they feel a strong

    nee to ee t ere o sess on.

    Odd Speech Quirk: It could be talking about oneself in thet r person. t cou e a strange wor –g aven- t at usthappens to come out every now and then. Or mumbling

    under ones breath allot. Even trailing off in mid sentence.Whatever the speech quirk it comes up every so often, not

    constant y ma ng t e c aracter una e to commun cate.

    Old: The character is old, what more can be said, theyare passe t e r pr me, we passe . ey comp a n a outbeing old, they have aches and pains, they are forgetful,

    always missing or not understanding things said. Whent e c aracter s o t ey ten to not e a e to o t ngs

    they thought they could, they fumble on a one or a two.They will forget things in the middle of doing it. They canʼt

    even n t e r way to t e stat on, et a one eep a tra n othought.

    ut o ape: ts toug to stay n s ape, an e s usyenough as it is. So now the character just isnʼt as healthy

    as they use to be. They tire quickly, and canʼt excretet emse ves very ong. ter a ew roun s o p ys ca

    act v ty t ey we start to rece ve a – eac roun t eycontinue, until they get a rest.

    Outwits Himself: With this aw a character over plans their

    actions, they go into such detail that they cannot completea plan. I know, that you know, that I know, that you know,etc...

    Overcondence: A character with this aw will always besure o t e r a t es an w never ou t t em. ey are

    sure they are the best, and doubt anyone could challengethem.

    Over Denial: If the character is unsure what someone

    might think of their actions, they deny it. Good or bad,t ey w try to s t ame to someone e se w en ever

    poss e.

    Pacist: The character hates violence, they hate people

    w o are v o ent, an t ey avo v o ence w eneverpossible.

    arano a: e c aracter s sure t at someone or

    something is after them. Mostly the government, part ofa huge conspiracy, and they are after the character. Ormay e t s space a ens are a ter t em, even t e post

    ofce is in on it. It is a vast conspiracy, and the characterseems to think they are involved, even if they have no

    c ue w y.

    Personal Item: The character has a personal itemt at t ey c er s . ey protect t e t e same way as

    someone they loved.

    o a: pers stent, a norma , an rrat ona ear o a

    specic thing or situation that compels the character totry and avoid it. Despite the awareness and reassurance

    rom ot ers t at t s not angerous. c somet ng rom

    the dictionary and the character is afraid of it, or anythingto do with it.

    Picky: A character with this aw tends to be very selective

    about everything. This room is too small, this food is cold,I hate this TV show.

    Pointless Belief: This aw is similar to strong Ideals,

    however the ideals they holds true are rather pointless.t cou e t ey are out to n an prove v s s stalive. Other pointless beliefs like (ll in Blank) will save

    the world. It can also be that they believe they are on amission from God.

    Pointless Ceremony: The character tend to have a long

    rawn out ceremony e ore o ng t ngs. t cou ebefore they eat, or go to sleep, or even before they go intocombat.

    Poser: Some people just try to be something they are

    not, and no matter how hard they try, they will never be. Itcou e t e sma s nny u e try ng to e a toug guy.

    Or the farm hand trying to look like high society. A mantrying to be femme fatal. Itʼs just never going to be true.

    ower ut: s aw means t e c aracter goa s are to

    rule the world, become the most famous man in existence,or control all the money in the universe. They never haveenoug power an a ways oo ng or more.

    Prankster: The character like to pull practical jokes oneveryone, even t e r r en s.

    Puts Up With Anything: The character will put up with

    a most anyt ng t e ot er c aracters o. t oug t mayget un er t e r s n, t ey w try to contro t emse ves;

    sometimes they must leave to vent their anger.

    Sadist: With this aw the character likes to cause pain toother people. This includes the people around then andtheir friends.

    Scattered Brained: The characters mind is always a mess

    of thoughts. When trying to tell a story they will always goo on tangents, an t ta es constant pro ng to eep

    them on track and actually get to the point. This alsoeffects how they recall information they have read, ando ten w on y remem er part o t. – to a now e ge

    rolls.

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    en and the rt of yhemSecretive: The character has a tendency to keep certainacts to t emse ves. t t s n ormat on t ey ave t e

    upper hand and giving it out freely would do them nogood. They tend to hold information back and if they dog ve out t e acts t ey te , one or two ot ers an te t em

    not to tell anyone else.

    e - onsc ous a out oo s: e c aracter s a ways

    checking their personal appearance, xing their hair,straightening a tie, putting on makeup. They alwaysworr e a out w at t ey oo e n t e wrong s tuat on,as their falling to their death they would cry out “My Hair.”

    Selsh: The character thinks about themselves more than

    anyt ng e se. ey o not e to s are, or et anyoneelse take anything.

    Sesame Street Attention Span: The character with thisaw cannot stop and do any one thing for long. They will

    get bored and move on to something else very quickly.ese type o peop e can on y watc a stat on or

    about 2 or 3 minutes before they have to change thechannel, just long enough to get their attention.

     Short Fuse: It really doesnʼt take much to set thecharacter off. The are quick to angry, sometimes you can

    a most see t e tens on u ng n t em as t ey get rea yto go off.

    owo : e c aracter e erate y e aves n suc a

    way as to attract attent on to t emse ves. ways try ng tomake sure they are seen, doing what they do best.

    Sickeningly Cheerful: Upbeat and perky, these characters

    always look on the bright side of life. Even wheneverything around is going wrong they stay very cheerful,to t e po nt o e ng annoy ng.

    Smartass: A character with this aw always has somesmart comment to sp t out. smartass never nows w en

    to quit and thinks they are very clever.

    pea s n e: e c aracter w ten to spea nc rc es te ng r es an stor es, t ey may even en up

    rhyming. Never giving a straight answers, they prefer tospea n quest ons or para es, a s mp e yes or no s not

    in their nature. This aw is difcult to play with, and shouldbe carefully roleplayed.

    Someone the Character Know Always Dies: With this, awpeople the character knows always die on them. Usually

    leaving them in a jam to solve their murder, or nd outw at t ey were try ng to te t em e ore t e gr m reaper

    took them away.

    Soliloquies: It is hard to stop the character from going onan on. xp a n ng t e p an, ow an w y t ey came up

    with it, what they are trying to accomplish, why they aredoing it, who will benet, and who will be punished, how

    story w v ew t em an t ere p an, etc…, etc…

    Sounds Like Someone Famous: The characters speech

    pattern s e t at o a amous c aracter or actor. t m g t

    be that they speak like they are in a Shakespearian play,or talk like they are in a John Wayne western, or Jackc o son, or anot er amous person.

    Split Personality: A character with this aw has one ormore extra personalities, they may be totally different from

    each other. Usually triggered be some sort of commonevent, Sneezing, Stubbing their toe, Quick light changes,

    etc. Their different personality could have their own list ofaws an ta ents.

    Strong Ideals: The character has some ideals they holda ove a e se. t cou e trut , onor, or even t at t ey

    are right all the time.

    tup ets: e c aracters as some tt e pets t athang out with them, they may have some small functionbut mostly they hang around looking cute, or getting into

    trou e.

    Stubborn: This aw means the character is