Open-Minded

Open-Minded

Similar to Even-Handed, these people don’t make decisions easily. However, unlike the Even-Handed, these people will actually look at the evidence when they are choosing their opinions. They will still be swayed by the crowd, just as the Even-Handed person was and are still considered Sheep by most people, especially governments. This persona will do little research on their own and will rarely report any crime they see.

They will commit crimes if they think they can get away with it, or if they believe that they will be able to beat the wrap. Most mild bullies come from this persona. They don’t want to hurt others directly, but are perfectly fine with seeing them get hurt by actions that they have set forth. They will report a crime if they get to see the person that committed it get punished. They will report a crime if they stand to benefit from the crime. Basically they will do anything that will harm others if they don’t have to harm others themselves. They are only in it for the thrill of seeing others get into trouble.

If they witness a murder and see no way of getting the person that committed it into trouble without themselves coming forward, they will simply ignore the crime as if they saw nothing. If they committed murder, they would have no issue with never coming forward, even if it were self defense. This persona will cover up murder for others if they are considered friends, but they will also expect something in return for their efforts.

This persona is not evil, per-say, they are simply unbound by social norms. They don’t care enough about others to try and step out of their comfort zones to help them, but they don’t want to see others hurt if it isn’t by something they did directly.

This persona functions well in society and is usually well liked because they can hide their true self so easily and they know what they should be doing to keep everyone believing that they are “good people”. They will, however, sell out their own neighbors if it benefits them and if they see no way that the neighbor could retaliate against them.

Roll Playing Character

Attacking: Player will only attack if they are threatened, if they believe they can easily defeat the opponent, or if the opponent has something that they must get back. (In the last case, they will only do this if they believe they can win. No heroes in this bunch.)

Defend: Player will defend when they know they have no worries of actually be harmed, or if they are getting something out of it that is massively wanted by the player. (Even then, they will defend only as far as they think that they can without getting harmed too badly. No Heroes in this bunch.)

Aggression: The player is not very aggressive, save for toward those that he/she thinks they can “bully” into doing what they want. 

Initiative: 6

Saving others: The player will only help when they see they will gain something out of it. If a child is stuck on the edge of a cliff and no one is around, the player will save the child if there is no danger to him/herself. If there is danger, then he/she will not save the child for whatever reason they will come up with. If another person is in the area and can see them, then he/she will try and save the child, as long as it doesn’t put them in too much danger. The more danger, the less likely they are to actually save the child. 

Theft: If they think they won’t get caught, they are fine with it. If they get caught, they will try to say that someone else stole it, or place it in someone else gear to get them into trouble. (Yeah, you’re a peach).

Murder: If no one is around and it benefits the player highly enough, he/she has no qualms with murder. 

Justice: When wronged this person will seek justice and if they see no way of getting it, will try to strike back at the person however they can. As long as it doesn’t put them directly in harms way.

Friendship: Usually this person will have up to 3 close friends, but will still be more of self preservation than helping them in a pinch. They can have up to 3 people that they love, and the rules change there. This player will actually step in harms way for someone they love. At least to a point. They will step in harms way, but if they think that they may die from the interaction, then they will start to doubt themselves and as such a saving throw must be rolled to force the character to continue fighting rather than running away, even if it kills their loved one. (See Saving Throws).