Temperaments and Drives

Temperaments and Drives are the Id and Ego put into useful game terms. The Temperaments are expressed in terms of Hippocrates' humorism. They could easily have been expressed as Blood Types or astrology or even phrenology; a given temperament is not actually the result of an overproduction of a certain humor any more than it is the result of the night sky the day your character was born or the antigens in their blood. It is useful, however, to categorize them as broad personality types.

Temperaments

Temperaments are broad-strokes personality types. Nobody is true to their personality 100% of the time. Everyone has moods, your temperament is more like your "baseline mood," or the way you can be counted on to be generally behaving and feeling on your own. They determine the sort of downtime activities your character needs in order to feel like they're living a full life, and they add bonuses and penalties to reaction rolls (see the chart). The first three Fatigue Points in a day spent while acting according to one's temperament are free.

Choleric

Choleric personality types are confident, ambitious, competitive, passionate, and strong-willed, impulsive, decisive, and action-oriented. They have a tendency to be hot-headed and quick to anger, natural leaders, charismatic, and driven. They are prone to anger, impatience, and they have a tendency to dominate a conversation even by accident. They thrive in work, progress, action, and advancement.

Choleric temperaments in the Age of Convergence prefer having productive hobbies, such as rebuilding a gravbike or buying and modifying a personal arsenal. The through line is that they like working with their hands and having a visual representation of progress being made.

Melancholic

Melancholic personality types are thoughtful, analytical, and detail-oriented. They are often introspective, empathetic, and deeply emotional, with a strong sense of duty and a love for order and precision. Melancholics are perfectionists who can be cautious and reserved, often needing time to process their thoughts and feelings. They can be prone to overthinking, and their meticulous nature might lead to a tendency toward pessimism or worry.

A melancholic in the Age of Convergence might spend their downtime in quiet contemplation or working on detailed, solitary projects. They could be found in the archives of a knowledge repository, researching ancient civilizations or perfecting their understanding of complex scientific theories. A melancholic might enjoy activities that require precision and careful planning, such as crafting intricate starship models, composing music, or developing sophisticated algorithms. Meditation, journaling, or engaging in philosophical discussions could also be part of their routine, providing a sense of order and reflection in a chaotic universe.

Phlegmatic

Phlegmatic personality types are calm, reliable, and patient. They are natural peacemakers, often avoiding conflict and seeking harmony in their environments. Phlegmatics are empathetic, compassionate, and great listeners, with a steady and dependable nature. They tend to be reserved and prefer routines, valuing stability and consistency. While they are adaptable and easygoing, they can also be indecisive and struggle with change.

In the Age of Convergence, a phlegmatic might spend their downtime engaging in activities that promote peace and relaxation. They could be found tending to a hydroponic garden, nurturing plants in a controlled environment on a space colony. Phlegmatics might also enjoy activities that involve caretaking or support, such as volunteering to assist in medical bays or helping to maintain communal spaces. They might take part in quiet, routine-based hobbies like brewing tea blends from alien herbs, practicing yoga, or working on jigsaw puzzles. For a phlegmatic, downtime is about finding serenity and contributing to the well-being of those around them.

Sanguine

Sanguine personality types are extroverted, enthusiastic, sociable, and lively. They are naturally optimistic, playful, and spontaneous, thriving on new experiences and social interactions. Sanguines are often the life of the party, with a talent for storytelling and a knack for making friends. However, they can be disorganized, easily distracted, and struggle with follow-through on long-term commitments.

In the Age of Convergence, a sanguine might spend their downtime exploring the bustling markets of a space station, seeking out new and exotic experiences. They might dive into the latest immersive entertainment, whether it's virtual reality adventures or interstellar concerts, always in search of the next thrill. Sanguines could also enjoy socializing in a variety of environments, from lively cantinas to luxury star cruisers, relishing in the company of others. They might take up hobbies that allow for creative expression, such as improvisational storytelling in a holo-theater or participating in group challenges that are fun and exciting.

Necrotic

Necrotic personality types are bitter, spiteful, sardonic, nihilistic, and hateful. They are naturally misanthropic, selfish, and conniving. They feel less joy in succeeding than they do watching others fail. Necrotic personalities are often bullies when they're successful and withdrawn incel types when they aren't. They thrive in the misery of others.

In the Age of Convergence, a necrotic might spend their downtime trolling on Solarnet message boards, competing in sports that allow them to harm the other team (Corsico, for instance) and generally making a nuisance of themselves.

Swapping Temperaments

If you believe your stated temperament no longer reflects your character, you can swap it out for a new one that fits better during any downtime with the GM's permission. It's suggested that this is done sparingly, but not required. It's entirely possible that events change a person's temperament rapidly, or going to sleep knowing that tomorrow brings a fight with a heinous enemy might make a Phlegmatic into a Necrotic for a day. It's more likely though that a character will settle into a particular temperament as a baseline.

Drives

Drives are a specific goal that might be general and it might be highly specific, but it's the north star for your character. They have at least one and may have up to three. Making any progress at all towards your character's stated drives in a scene is enough to earn 1 experience point each. Additionally, during any period of downtime as long as a week or more you may roll any relevant Skills for leads on your drives. Roll once per week. Below are some examples of specific Drives, but the list is far from comprehensive.

Example Drives:

Find the Murderer of a Loved One: This drive is fairly straightforward. A lover, sibling, parent, child, friend or close relative are gone and you want to find out why. Gain experience every time you find or resolve a new lead.

Become a Legend: The Pan-Solar Confederation births and snuffs so many lives anonymously... but that won't be you. You're going to live forever as a legend. Your body may die... probably will if you're being honest, but they are never going to forget who you are. Gain experience every time your name hits the headlines.

Recover the Heirloom: You lost something. It's importance is primarily emotional. It's not going to change the world if you get it back or never find it again, but it's certainly going to change you. Choose what it is; a locket, a document, a deed, a sidearm of particular sentimental value, or something your character desperately wants. Gain experience every time you make real progress to finding your lost item.

Monetary Apotheosis: Five million Chits. That's what Business Sector Journo Paul Snickermann estimates it takes to 'transcend wealth.' With five million Chits invested, you generate enough money that there is basically nothing you can't buy. Essentially, money becomes a number for you at that point. For the rest of your life, you will never have to worry about whether you can buy something or if you can afford to respond to an emergency. It will simply never be a problem for you. Earn experience every time you receive a significant payout of Chits for any reason, at least $1,000 above your expenses for the period of time it took you to earn it.

Uncover the Truth: There's a secret out there that gnaws at you. Maybe it's the real story behind a government cover-up, or perhaps it's the truth about an ancient alien civilization. Whatever it is, you need to know the answer. Gain experience every time you discover a piece of the puzzle or unravel part of the mystery.

Master Your Craft: Whether it's piloting, hacking, marksmanship, or a rare form of martial arts, you are driven to become the best in the galaxy at what you do. You strive for perfection in your chosen field. Gain experience every time you achieve a significant milestone or recognition in your pursuit of mastery.

Reunite with Lost Kin: The galaxy is vast, and your family was scattered to the stars—whether by war, economic hardship, or other reasons. Your goal is to find them, one by one, and bring your family back together. Gain experience every time you locate a family member or gather important information about their whereabouts.

Destroy the Corrupt: You’ve seen what corruption can do—how it rots governments, corporations, and societies from the inside out. You’ve made it your mission to bring down those who exploit others for their gain. Gain experience every time you take meaningful action against a corrupt figure or institution.

Prove Your Worth: You've always been underestimated, doubted, or seen as unimportant. But you know you're destined for greatness, and you're determined to prove everyone wrong. Gain experience every time you achieve a goal that forces others to recognize your value.

Build a Safe Haven: The galaxy is a dangerous place, and you’ve decided to create a sanctuary where those you care about can live in peace and safety, free from the chaos and threats of the wider universe. Gain experience every time you make progress in establishing or fortifying your stronghold or safe haven.

Avenge the Fallen: Someone you cared deeply about was taken from you in a violent or unjust way. You won’t rest until those responsible have paid for what they’ve done. Gain experience every time you get a lead on or track down and confront someone involved in the act.

Establish a New Order: The current state of the galaxy is broken. You believe in a new way of doing things—a new government, a new religion, or a new social order—and you will do whatever it takes to see it come to fruition. Gain experience every time you take a concrete step toward making your vision a reality.

Find a Cure: A loved one, or perhaps even you, is suffering from a debilitating disease or condition. The standard treatments won’t cut it; you need a cure. You’re willing to scour the galaxy, dig through forbidden knowledge, and experiment with dangerous technologies to find it. Gain experience every time you uncover a lead or make progress in your research.

Discover the Unknown: The universe is full of mysteries, and you’re driven to explore the uncharted, the unexplored, and the unknown. Whether it's mapping an uncharted star system or making first contact with a new alien species, you seek the thrill of discovery. Gain experience every time you venture into new territory or make a significant discovery.

Good Little Soldier: You're not a free Agent; you work for someone. This might be a government, a corporation, even a specific Patron. Regardless of who it is, you want them to succeed, perhaps for a reward but just as likely just because you believe in their cause. Gain experience every time you tangibly improve their power, bottom line, or chances of completing their goals.

Find Yourself: There are mysteries about your identity. This might be in the form of an amnesia trait, but it might also begin with the discovery of missing time/false memories, or you may simply have been lied to. A Commando who believed herself to be a member of an elite government force finding out that she was actually working for a shady Terrorist organization all along has some questions... questions that require answers, and probably violence. Gain experience every time you find a clue as to the missing portions of your identity, or when you put those clues together.

Aimless: If you have no active Drives, then you default to Aimlessness. This might not be a bad thing, but it does mean that your xp gain is passive rather than active. Earning xp means getting through the next crisis, the next mission. You earn x1.5 xp (minimum 2) for completing a mission, and 1 extra xp for any scene in which you earned xp.

Making a new Drive

Start with a statement of fact that your character believes. Clarify the nature of the Drive and your relationship to it. Describe specifically what 'progress' towards the Drive looks like.

Resolving an Old Drive, Acquiring a New One

It's inevitable; eventually your character will either succeed, or fail to make progress for so long that they give up. If they succeed, they immediately gain 10 xp. If they give up, they get no XP. Either way, if they're not retiring from adventuring then they will have to find a new drive. New Drives come as easily as simply identifying the goal. Until you've identified a new goal to become your Drive, you are Aimless (see above)

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