[file taken from http://www.ashami.com/rpg/ 2018.04.19]

Personality Part 1

Greetings and welcome to Ash’s Guide to RPG Personality & Background

In my experience, what makes role playing games so fun is the role playing!

Yes, high pitched battles are a blast, but can get stale when that’s the

meat of the experience. Developing and running a character that, over time,

really comes to life makes gaming rewarding because eventually you get to

know and care about this creation that is, ultimately, an extension of

yourself. And so, this guide was developed for gamers like myself who enjoy

playing complex characters with a unique personality and background. This

guide is designed to be modular, meaning you should only use the sections

you need when you need them. You certainly don’t need to fill out every

item, especially in the beginning when you just want to get your character

up and running.

Let me repeat: The Guide does not require that every variable be assigned.

You can start off with only one or two variables in the beginning and add

more as you get to know your character or as questions arise. Of course,

you are welcome to start off with a complete personality and background

profile; it’s entirely up to you. Either way, I hope you find The Guide

useful for enriching your gaming experience.

Personality (part 1)

When we talk about personality in a gaming context, what we want to know

are things like a character’s motivations, emotional states, worldview, and

how s/he behaves in various situations. Alignment often doesn’t go far

enough in answering these questions. Richness in a campaign often comes in

the form of small details, quirky events, and surprising action, all of

which are more possible when the characters (including the NPCs) have

personality elements that make for non-general play.

For instance, a thief can certainly be played to pickpocket everyone

indiscriminately, but it is more interesting if she, say, also loves to

read and goes out of her way to steal books. It is this kind of insight

about what makes a character tick that allows for really fun and engaging

adventures. The percentages in this Guide are for random profiles, which

might be interesting for NPC development. For player characters, gamers are

encouraged to pick and choose the traits as they see fit. Step 1: Primary

Motivators

In the broadest sense, the Primary Motivator is the underlying engine of

your character’s life. It is the foundational theme of his worldview and,

at a deep level, is what ultimately drives him to action. While any given

act might be tactically pragmatic in service to short-term goals, the PM is

there in the background influencing his aims and behaviors.

A single Primary Motivator is entirely sufficient and even if you want

more, it is recommended to begin only with one. If you are inspired to have

multiple Motivators, I suggest you still choose one that is primary with

others that are secondary. This isn’t presented as a rule, it’s just

experience—the more PMs you have, the less meaningful they become in your

gaming. In general, I’ve found it more interesting and playable to go

deeper with one motivator rather than broader with more PMs.

PRIMARY MOTIVATORS

1-3% Achievement To overcome obstacles and succeed; to become the best

4-6% Acquisition To obtain possessions/wealth

7-9% Adoration To be cherished, admired, and wanted by others

10-12% Balance/Peace To bring all things into harmony and equilibrium

13-15% Beneficence To protect the helpless, heal the sick, feed the hungry, etc.

16-18% Chaos To disrupt, to cause confusion and discord

19-21% Competition To seek out or create rule-based win/lose scenarios; to defeat others in contests

22-24% Conflict To seek out or create rivalry, fighting, or animosity

25-27% Conquest To conquer other peoples, to bring them into one’s own culture/rule

28-30% Corruption To despoil, ruin, humiliate, or make depraved

31-33% Creation To build or make new, such as art, culture, invention, design,etc.

34-36% Destruction To annihilate, exterminate, and unmake

37-39% Discovery/Adventure To explore, uncover mysteries, and pioneer

40-42% Domesticity To get married, have children, and live a family life

43-45% Education To provide information, teach, enlighten, or train

46-48% Entertainment To entertain, amuse, and delight others

49-51% Enslavement To force others into servitude

52-54% Hedonism To enjoy all things sensuous

55-57% Heroism To find valor and honor through battle or self-sacrifice

58-61% Liberation To free the self and/or others from perceived captivity or enslavement

62-64% Love To experience/share affection and emotional commitment, whether romantic or platonic

65-67% Nobility/Honor To exalt ideals such as generosity, honesty, bravery, and courtliness

68-70% Order To arrange, organize, and reduce chaos

71-73% Play To have fun, to enjoy life

74-76% Power To control and lead others

77-79% Proselytization To spread a belief system; indoctrinate others

80-82% Purity To achieve a state of moral or spiritual perfection, of self and/or others

83-85% Rebellion To fight against power structures; to undermine authority

86-88% Recognition To gain approval, social status, or fame

89-91% Service To follow a person, government, order, religion, etc.

92-94% Torment To inflict pain and suffering, on others and/or the self

95-97% Understanding To seek knowledge or wisdom (spiritual, scientific, magical,etc)

98-100% Vice To enable or engage in self-destructive behavior

You are certainly not limited to the choices above—but if you create your

own Motivator, be sure to make it generalizable and thematic. You don’t

want a PM that is actually a Quest or a Hobby. For instance, Competition is

something that can motivate a character in many situations and across the

lifetime, but Revenge doesn’t work well because it’s more of a Quest. But

if one does want revenge, the flavor of it will be influenced by the PM—you

can imagine how it might manifest differently if the character’s PM is

Beneficence, Destruction, Liberation, or Torment.

You can also choose a narrower version of the listed options. For example,

Invention rather than the more general Creation, or try Popularity rather

than Recognition. Just be careful not to make it too narrow. And if you do

pick a narrow Motivator, you are encouraged to pick at least one other PM,

just to keep your character from a too-restricted range of action.

Step 2: Emotion and Core Traits

Now we start to fill in some details about what your character is like. We

want to know how she feels and thinks, ultimately so we can determine how

she will behave.

Emotional Disposition and Moodiness

We begin with the Emotional Disposition and Moodiness. The ED describes the

general emotional set or “resting state” of the character. This doesn’t

mean that the character is limited to the ED, it just informs you of the

emotion the character is most likely to be experiencing at any given time.

This trait can be used to help you determine how your character is likely

to emotionally respond to a situation, as well as how she appears to

others. For instance, a primarily joyous person will act and speak

differently than one who tends towards anxiety or contempt. Finally, don’t

make the mistake of correlating the ED with alignment—it is possible to be

joyously evil and angrily good.

Moodiness describes how easily one feels strong emotion. It’s basically the

level of emotional stability. Labile describes being quick to experience

strong emotions and Phlegmatic describes being emotionally steady and

low-key.

EMOTIONAL DISPOSITION

1-10% Joyful 51-60 Angry

11-20 Anxious 61-70 Contemptuous

21-30 Melancholy 71-80 Excited

31-40 Curious 81-90 Apathetic

41-50 Calm 91-100 Ashamed

MOODINESS

1-33% Labile; 34-66 Even-tempered; 67-100 Phlegmatic

Core Traits

Where the Primary Motivator describes the global drive of your character,

the Core Traits inform how a character is likely to act in any given

situation. They help define how a character sees the world and how they

move within it. For players who don’t need much personality detail, picking

out a Primary Motivator, the key Emotional Disposition, and even one or two

Core Traits should be enough to give any character a distinct flavor.

While all such traits in reality have a wide spectrum of expression, for

the sake of gaming simplicity, they have been divided into black and white

categories. Even so, this should not stop you from finding the shades of

grey during gameplay.

CORE TRAITS

  1. OUTLOOK

Outlook is one’s basic worldview, interpreting the world as being

essentially good or bad.

Optimistic

Idealistic, confident, trusting, hopeful, upbeat

Pessimistic

Cynical, bleak, distrustful, foreboding, resigned

  1. INTEGRITY

Basic values regarding work and social interactions.

Conscientious

Industrious, honest, responsible, meticulous, pragmatic

Unscrupulous

Lazy, deceitful, unreliable, manipulative, slipshod, impractical

  1. IMPULSIVENESS

The ability to regulate one’s thoughts and actions.

Controlled

Deliberate, focused, steady, thoughtful

Spontaneous

Capricious, flighty, hyperactive, rash

  1. BOLDNESS

Willingness to face danger and enter into battle.

Intrepid

Daring, reckless, valorous, dauntless, audacious,

confident

Cautious

Timid, paranoid, vigilant, nervous, tentative

  1. AGREEABLENESS

General attitude towards people and the ability to handle new

situations, tough choices, and interpersonal conflicts.

Agreeable

Warm, empathic, tolerant, forgiving, open-minded,

adaptable, altruistic

Disagreeable

Cold, rigid, tense, intractable, narrow-minded, cantankerous,

stingy

  1. INTERACTIVITY

Style and degree to which your character interacts with others.

Engaging

Talkative, candid, entertaining, touchy

Reserved

Shy, loner, taciturn, evasive, cryptic

  1. CONFORMITY

Basic relationship with cultural norms.

Conventional

Orthodox, formal, down-to-earth, mainstream, traditional

Heterodox

Rebellious, arty, shocking, freethinking, exotic

The Basic Profile

Determining the Primary Motivator, Emotional Disposition, Moodiness, and

Core Traits will give you a solid personality profile for your character,

covering almost any situation she might get into. Let’s look at an example:

Primary Motivator: Liberation

Impulsiveness: Controlled Emotional

Disposition: Melancholy

Boldness: Intrepid

Moodiness: Phlegmatic

Agreeableness: Disagreeable

Outlook: Pessimistic

Interactivity: Reserved

Integrity: Conscientious

Conformity: Heterodox

This is the profile of a character—let’s say a fighter—that is driven to

save all those in servitude. She despises the notion of anyone in captivity.

Knowing that the world is filled with slaves, she tends to sadness in her

demeanor. However, she is also emotionally stable—it takes a lot to really

upset her. She is somewhat pessimistic and is very slow to trust anyone. As

such, she can come across as somewhat cold and even cantankerous on

occasion; it doesn’t help that she reveals very little about herself.

Although she isn’t impulsive, she is brave and will fight to the end if she

feels her cause is just. And she isn’t interested in tradition or the powers

that be — she goes her own way.

As you can see, just these ten items are able to generate a detailed and

playable profile. But perhaps you want more? Well, then, let’s move on to

Personality Part 2…!

Personality Part 2

Personality Part 2: Secondary Traits

If you’ve filled out everything in Part 1, you already have enough for a

serviceable personality profile. It will cover the large majority of

situations you are likely to encounter. If you are looking for more, The

Guide is here to serve! Below you can flesh out your character’s sense of

humor, religion, habits, hobbies, favorite topics, group affiliations, and

even some mental disorders. As before, each of these are entirely optional

and only need to be filled out if you think they will enhance your overall

gaming experience.

Sense of Humor

SENSE OF HUMOR

1-10% Crude 51-60 Prankster

11-20 Dry 61-70 Mean-spirited

21-30 Slapstick 71-80 Gleeful

31-40 Jokey 81-90 Surreal

41-50 Cynical 91-100 None

Favorite Topics of Conversation

What does your character like to talk about? It can be helpful to list out

three or four topics that your character defaults to in casual social

situations. The basic rule of thumb is that people like to talk about what

they are good at and things they find interesting. So, look at your

character’s skills, hobbies, training, and background to see what he might

be into. It’s a good idea to come up with specifics, but some general topic

areas to consider include:

Politics

Religion

Relationships

Work/profession/money

Entertainment—music, art, dance, games

Hobbies and pastimes

Current events

Philosophy

Science

Humor

Group Affiliations

An optional component might be adding groups that your character identifies

with. Affiliation plays an important role in how people actually act, and

this can add another role-playing dimension as well. Quite simply, this

comes down to deciding which general groups your character fits into and

whose members he accepts as “one of his own.”

For example, if your character enjoys playing dice, this can mean more than

just the activity, it can also mean identifying with dicers as a general

group. Of course, it’s easy to pick groups based on class or race, but

choosing non-obvious groups can make for more interesting play. A good

place to start might be to look at your hobbies, any past professions, or

religion. Also, after you finish your background, come back to this section

and see if any groups pop out from your character’s unique history.

Religion and Spirituality

ADHERENCE—Strength of belief or association with a religious system

1-25% Non-believer; 26-50 Agnostic; 51-75 Casual adherent; 86-100 Orthodox adherent

TOLERANCE—Willingness to accept differences of belief in others

0-33% inclusive; 34-66 tolerant; 67-100 intolerant

RELIGIOUS DEMEANOR—How your character tends to acts in regards to religious beliefs

Expression of beliefs: 0-33% none; 34-66 occasional; 67-100 constant

Converting others: 0-33% never; 34-66 casual; 67-100 aggressive

Attitude: 0-20% irreverent; 21-40 fearful; 41-60 judgmental; 61-80 humble; 81-100 ecstatic

RELIGIOUS ASSOCIATION

1-20 Church Generally an established, hierarchical organization

21-40 Cult A large or small group usually attached to a single charismatic leader

41-60 Fellowship Small group(s) that lack formal organization and a charismatic leader

61-80 Solitary When a character either has unique beliefs or chooses not to affiliate religiously with others

81-100 Indigenous Religious traditions within a cultural group, such as a family or village

RELIGIOUS ROLES—Also useful for background information in Part II: Background

1-7% Abbot/Abbess Leader of a monastery or convent.

8-13% Cult Leader Usually a charismatic head of a small group of highly devoted followers

14-20% Disciple Dedicated follower of a religious teacher or leader

21-26% Guru Spiritual teacher

27-33% Hermit One who follows a solitary and isolated spiritual path

34-40% Inquisitor An official tasked with finding and “correcting” people who have broken religious rules

41-46% Jihadist A religious warrior

47-53% Missionary Dedicated to converting others, usually in distant geographic areas

54-59% Monk/Nun Belongs to a monastery or convent

60-66% Patriarch/Matriarch Leader of an organized religion, such as a pope

67-73% Pilgrim One traveling to a holy site or landmark

74-79% Priest/Priestess Someone authorized to administer sacraments as an ordained member of a church

80-86% Prophet One inspired to utter revelations or predictions, often in service to a specific deity

87-93% Sacred Courtesan Has sex, often with strangers, in service to a religion and for a symbolic price

94-100% Shaman A medium between the material and spirit world who practices healing and divination

Quirks, Habits, and Oddities

These are small behaviors that a character can engage in as a way to give extra

flavor to gameplay. Some are pretty innocuous (e.g. humming, lip biting) while

others can provide some very interesting gaming opportunities (e.g.

exhibitionism, sleepwalking).

QUIRKS, HABITS, & ODDITIES

1-2% Humming 51-52% Constant eating

3-4 Dancing 53-54 Pacing

5-6 Sleepwalking 55-56 Blade sharpening

7-8 Facial tics 57-58 Counting

9-10 Exhibitionism 59-60 Hair pulling

11-12 Fingernail biting 61-62 Snoring

13-14 Eavesdropping 63-64 Walking backwards

15-16 Daydreaming 65-66 Teeth sucking

17-18 Talking in sleep 67-68 Excessively touching others

19-20 Stuttering 69-70 Substance use (non-addicted)

21-22 Compulsive lying 71-72 Hair pulling

23-24 Whistling 73-74 Animal hater

25-26 Name dropping 75-76 Insomnia

27-28 Self-inflict pain/injury 77-78 Beard/hair stroking

29-30 Mumbling 79-80 Nose picking

31-32 Constant grooming 81-82 Needless apologizing

33-34 Foot tapping 83-84 Exaggeration

35-36 Lip biting/licking 85-86 Superstitious (omens, luck, etc.)

37-38 Coin flipping 87-88 Belching

39-40 Chewing (e.g. sticks, small bones) 89-90 Sleeping in odd places

41-42 Knuckle cracking 91-92 Repeating others

43-44 Collects odd things 93-94 Smelling things

45-46 Singing 95-96 Teeth picking

47-48 Snacking (nuts, seeds, etc.) 97-98 Stealing

49-50 Reciting poetry 99-100 Tree climbing

Hobbies and Enjoyments

HOBBIES & ENJOYMENTS

1-2% Acrobatics 51-52% Glassmaking

3-4 Acting 53-54 Animal racing

5-6 Astrology 55-56 Horse riding

7-8 Music appreciation 57-58 Hunting

9-10 Theatre 59-60 Invention

11-12 Gaming (e.g. chess) 61-62 Jewelry making

13-14 Boating/Sailing 63-64 Jousting

15-16 Collecting 65-66 Juggling

17-18 Calligraphy 67-68 Metalwork

19-20 Cards 69-70 Painting

21-22 Carving 71-72 Philosophizing

23-24 Combat competition 73-74 Reading

25-26 Cooking 75-76 Research

27-28 Dancing 77-78 Riddles

29-30 Dicing 79-80 Sewing

31-32 Animal fighting 81-82 Sports (Wrestling, racing, etc)

33-34 Eating 83-84 Storytelling

35-36 Drinking 85-86 Swimming

37-38 Embroidery 87-88 Art appreciation

39-40 Falconry 89-90 Weaving

41-42 Fishing 91-92 Woodworking

43-44 Fortune-telling 93-94 Writing

45-46 Singing 95-96 Playing an instrument

47-48 Gambling 97-98 Pipe smoking

49-50 Gardening 99-100 Bird watching

Mental Disorders

These are common (modern) human mental/emotional disorders. It seems

unlikely that most players would want their character to have a

debilitating problem, although it could certainly make for interesting

play. This option might be better suited to NPCs, giving the GM something

other than flat characters to play. This list can also be used as ideas for

hideous curses or divine punishment. This list is by no means complete and

gives only cursory descriptions.

Mental Disorders

1-10% Addiction

Chronic, compulsive drug/activity indulgence, despite harmful consequences.

Can decide if it is mild, moderate, or severe.

11-20% Amnesia

Severe memory loss; can be loss before a certain point (retrograde) or

after (anterograde).

21-30% Bipolar Disorder

Erratic swings from periods of mania to major depression.

31-40% PTSD

Anxiety disorder developed after exposure to a terrifying event or ordeal

resulting in potential re-experiencing of the ordeal, nightmares,

hypervigilance, trouble sleeping, being easily startled, and avoidance of

anything that is a reminder of the event.

41-50% Major Depression

Impaired physical functions (e.g., sleep, appetite); loss of interest and

pleasure; low energy & motivation; possibly accompanied by severe pessimism,

hopelessness, guilt, and suicidal thoughts/intent.

51-60% Fugue

Abrupt travel away from home, an inability to remember important aspects of

one’s life, and the partial or complete adoption of a new identity.

61-70% Hypochondria

Preoccupation with fears of having a serious disease or physical problem

based on little or no real evidence.

71-80% Schizophrenia

Delusions (unreal beliefs, e.g. savior complex or assigning unusual

significance or meaning to normal events); hallucinations (unreal sensations,

usually auditory, i.e. “voices”); disorganized speech; grossly disorganized

or catatonic behavior; paranoia.

81-90% OCD

Obsessive-Compulsive Disorder described the existence of both regular

compulsions (overwhelming need to engage in a ritualized behavior) and

obsessions (persistent, often irrational, and seemingly uncontrollable

thoughts).

91-100% Phobia

Extreme anxiety and fear associated with an object or situation. Can include

anything, for instance: specific monsters/animals, fire/water, heights,

magic, open/enclosed spaces, heights, or darkness.

Background Character Background

There are of course no hard and fast rules about background development.

Much can depend on the world the game master presents and any limitations

imposed. However, to help you get started, this chapter presents a detailed

list of background elements that can flesh out your character. Of course,

you aren’t required to address every issue here, and it’s certainly

possible to build on your narrative over time, filling in details as you

go. As a general rule, when developing your background, try to be dramatic

but not over the top. In the long run, it is more interesting to have

weaknesses, barriers to overcome, and difficult goals to fulfill than to

have abundance, power, or effortless strength (this last note is just as,

if not more important for game masters). Ideally, you want to address four

domains in your background:

  1. Conflict (who or what does your character fight or fight for?)

  1. Challenges (what limits your character?)

  1. Mystery (what doesn’t your character know?) and

  1. Passion (what drives your character?)

If you already have your personality traits worked out, you can use the

background to develop why your character is the way he or she is. If you

don’t have Part I done yet, you can start with your background and then

develop personality traits that fit the narrative.

Brief Background

Writing a complete background can be time consuming. So, if you want

something quick and dirty, I recommend answering the following questions as

a good way to start…

Where were you born? (name, size, location, interesting features) 

Who were your family? (family members, social class, profession) 

Name one mystery, conflict, or significant past event 

What is your adventure trigger?  

If different from your trigger, do you have a quest?

I confess that this Guide is geared towards fantasy-based games. However,

this shouldn’t stop a clever player from using the basic ideas to create

backgrounds for any kind of setting.

Birthplace

Name 

Location 

Size 

Geography (e.g. desert, plains, tropical, mountainous, tundra, forest, island, etc) 

Weather 

Industry 

Local government/nobility 

General character, what it was like (e.g. hospitable, communal, ugly, sleepy, 

    dangerous, educated, commercial, pious, stuffy, fun, historical, youthful, 

    political, upscale, transient, depressing, laborious, etc.) 

Or were you born isolated from a population center or in a group/family that travelled?

Family

Father, mother, siblings, other relatives in your household growing up.

If you didn’t have a “traditional” family, what did it look

like—explain what was different. E.g. maybe you grew up with a gaggle

of urchins learning how to pick pockets for a local gang.  What did

your family do to earn a living? (See Professions & Crafts below)

Socioeconomic class (e.g. nobility, gentry, merchant, peasant, serf,

slave, etc.) Compared to average, how wealthy was your family? What

kind of influence did it have? What kind of connections to power

centers did it have? Did this change over time, and if so why?  What

was your family’s reputation?  Any family myths, curses, or legends?

Did any members have a mental illness? (see the list above—remember,

your character likely wouldn’t know these terms, and might instead

think a supernatural cause was the explanation) Were you raised by

someone other than your biological parents?  Do you know anything about

your extended family and your relationship with them?

Professions & Crafts

Before we go on, here is a handy list of possible professions and crafts,

which can be applied to your character, various NPCs, and people from your

character’s past. A way to differentiate them is to think of a craft as

something a character can do or make whereas a profession is how one earns

a living. As an example, one person can know the craft of brewing ale,

whereas another has the training to engage in the profession of being a

Brewer.

Most player characters are adventurers of one sort or anothe by profession.

Giving up a home life to go around trudging through ancient dungeons and

fighting dangerous creatures is a full time job (and takes a certain kind

of unusual personality). So, as a rule of thumb, many characters will have

learned something of a craft or profession well before they hit the

adventuring trail. At the same time, some professions can make for

interesting adventuring motivations. Is your character a scrivener or

natural philosopher, adventuring to get material to write a book or publish

an essay? Is he a spy under the guise of a hapless sorcerer? How about a

storyteller who makes a living going from town to town? There are many

possibilities, and this list is far from complete. In such a case, there’s

a lot to consider:

What level did you achieve (apprentice, journeyman, or master)?  Where

did you train, and who did you work with—the family or someone else?

Being a journeyman can require a contract with a master—did you break

it to go adventuring?  Were you part of a professional guild (or

still)?  Did you own a business?  What drove you to leave the

profession?  Was your profession a family business?  How successful

were you in business?

Also, don’t forget the list of religious roles in the Personality chapter.

PROFESSIONS & CRAFTS

Actor

Apothecary Chemist, druggist, pharmacist

Arbiter

Architect

Archivist

Armorer

Assassin

Astrologer

Bailiff Serves writs and makes arrests

Baker

Banker

Barber

Barkeep

Barrister Lawyer

Beekeeper

Bellifounder Bell maker

Blacksmith

Bonder One who keeps slaves

Bookbinder

Bookkeeper

Bookseller

Bowyer Bow maker

Breeder Dogs, cats, horses, donkeys, etc.

Brewer

Brewing Maker of ales, beers, or meads

Butcher

Butler

Calligrapher

Candlemaker

Carpenter

Cartographer Map or chart maker

Cartwright

Clerk

Clockmaker

Coachman

Cobbler Shoe maker

Coiner

Composer

Confectioner Maker of candies

Cook

Cooper Barrel maker

Coper A horse dealer

Coppersmith

Costumer

Courier

Cryptographer Writes and breaks codes

Dairyman

Dancer

Dentist

Draper Deals in cloth, clothing and dry goods

Dressmaker

Dyer Dyes cloth into various colors

Embroiderer

Emissary

Engineer Designs public works, like bridges

Engraver

Executioner

Falconer Trainer of hawks for gaming

Farmer

Ferrier Horseshoe-maker

First mate

Fisherman

Fishmonger A dealer in cheap and imitation goods

Fletcher

Florist

Forester Manages forestland

Furrier Dealer in furs; trapper

Gem cutter

Glassblower

Groom Horse keeper

Groundskeeper

Harrier Trainer of hunting hounds

Hatter Maker and repairer of hats

Hawker Sells goods by yelling in the street

Headmaster Head of a school

Healer With or without magic

Herald

Herbalist For healing or hurting

Herder

Historian

Hoyer Animal driver

Iceman Keeper of the ice house

Importer

Innkeeper

Interpreter

Jester

Jeweler

Joiner Cabinet or furniture maker

Judge

Lady in Waiting Noble woman who waits upon higher nobility

Landlord

Leather worker

Limner Paints signs and heraldic devices

Locksmith

Lumberjack

Maidservant

Manservant

Marbler Worker in marble or stone

Mariner

Mason Builder in stone

Mendicant

Mercer Dealer in textile fabrics

Merchant

Messenger

Metalworker Silver, gold, bronze, iron, etc.

Midshipman Officer in training

Midwife

Miller

Miner

Minstrel

Moneylender

Musician

Navigator

Page Noble child in service to another noble

Painter

Papermaker

Parchment maker

Performer Juggler, tumbler, acrobat, fire-eater, etc.

Perfumer

Philosopher Law, ethics, or the natural sciences

Physicist

Playwright

Poet

Politician

Potter Makes pottery

Prostitute Can be noble, religious, or criminal

Puppeteer

Quarrier One who cuts stone from natural deposits

Quartermaster Military provisioner

Rancher Horses, cattle, or other livestock

Recruiter

Scribe

Scrivener Writer, author

Scullion One who cleans in the kitchen

Sculptor

Seamstress

Shepherd

Ships Captain

Shipwright One who makes ships and boats

Slaver

Soap maker

Soldier Rank and file or officer class

Songwriter

Soothsayer A fortune-teller

Spinner One who spins into wool

Spy

Stableman

Steward Servant that oversees the running of a household

Storyteller

Tailor

Tanner Tans animal skins to make leather

Taxidermist

Teacher

Teamster

Thatcher One who thatches roofs

Tinker A maker in small devices for common use

Toolmaker A smith who makes metal tools

Torturer

Toymaker

Tracker

Trader

Trainer

Trapper

Treasurer

Undertaker

Vintner Wine maker

Wainwright Maker and repairer of wagons

Watchman

Weaponsmith

Weaver

Wheelwright

Woodcarver

Significant past events

Anything, even something small, can change you in major ways and lead to

interesting game play. You can always look at your personality traits and

come up with reasons why you’re that way (an example: your Primary

Motivator is Liberation because you were sold into slavery until you

managed to kill your owner in the night, swearing that you would forever

help free anyone in bondage). The possibilities are endless.

Family-related events

Did your father tell you a dark family secret?  Any unusual problems,

deaths, illnesses, or trauma? E.g. did the landlord throw your family

into the street? Were your parents or yourself taken into slavery?  Or

did something of great fortune happen?  Were you taken far away from

your family for some reason?  Were there any interesting traditions,

celebrations, or holidays in your family?  Did you ever fall in love or

have a serious relationship?  Do you have a spouse or any children of

your own? Where are they now?

Personal events

Were you ever really sick or injured?  What kind of education did you

have, if any?  Were you ever betrayed?  Did you find a magic item

buried in the woods? Or did a rabbit suddenly start talking to you?

Were you ever dirt poor or filthy rich for a brief time?  Did you ever

commit any crimes, or be falsely accused of one?  Did something happen

that revealed an unusual talent?  Did you do anything interesting, like

travel with a performing troupe, join the military, serve the local

nobility, or jump a trading ship for a year?  Were you ever active in a

church, religion, cult, or secret order?  Did you ever have a chance to

show leadership, such as leading a local rebellion, founding a school

or animal sanctuary, being elected mayor of your small village, etc.

Did anything really funny ever happen to you? Embarrasing stories can

make for great tavern entertainment.

Notable individuals

Any strangers come through town that gave you an unusual gift?  Did a

fortune teller predict something strange and unlikely?  Was there a

nearby hermit that taught you about herbs or other lore?  Any local

clergy to influence your religion?  Did you ever have any mentors or

patrons before adventuring?  Did you form any close friendships while

growing up or in early adulthood? Is there anyone out there that you

can really trust or look to for help?

Mysteries

Mysteries are great opportunities for role-playing and help keep your

character interesting. They can provide the GM with ideas for sub-plots or

even whole adventures, so be sure to let her know what you come up with.

The ol’ amnesia hook is discouraged unless you can come up with a really

good story to support it. Some good mysteries could be:

Who murdered my best friend?  Who is my real mother?  I had a strange

vision when I was ten—what did it mean?  Why do I keep having recurring

nightmares about a flaming sword?  One morning I woke up with this

strange mark on my chest Why does the full moon fill me with dread?

What did that cryptic prophesy given by an oracle mean?  Why did the

king grant 100 acres of land to my father 20 years ago without an

explanation?  Every now and then I think I see strange creatures out of

the corner of my eye—what are they?  Just before he disappeared, my

father gave me a magical ox that I can’t open.  A black cloak appeared

one day in my room; I don’t know who put it there or what it’s about I

was drinking one night at the local tavern and the next thing I

remember I was alone, naked, and lying on a stone altar in an outdoor

temple dozens of miles away

Existing Conflicts

It is possible to have ongoing conflicts in your character’s life. Such

conflicts are often between individuals, but they can also be between

groups and institutions (such as another village, church, guild, school,

family, or the law). You can add other details, like if you are mainly out

to get them, or they you, or if the antagonism is mutual. If you choose to

have a pre-existing or ongoing conflict, create the circumstances

surrounding it:

Who exactly is the conflict with?  Why does the conflict exist? What

happened?  Why can’t it be worked out?  How do you think it will end?

What are the emotions surrounding it—hate, jealousy, vengefulness,

grief, bitterness, regret, fear?

What triggered adventuring?

Even if you don’t answer many other questions about your background, this

is a good one to know. Again, look to your personality traits to get ideas

for your triggers, especially the Primary Motivator. Also, any of the

background items above can act as your adventuring trigger. But if you’re

still not sure, here are some ways to explore the essential question—how

did you happen to take up a sword, lockpick, or spell book and go looking

for trouble?

Was it a thoughtful decision to go adventuring or did circumstances

compel you? Why did you make that decision or what circumstances pushed

you into it?  If you left home, what set you off? Are you looking for

something? Or… trying to accomplish anything? Or… was it wanderlust?

Or… seeking fame and fortune? Or… trying to walk in a parent’s or

sibling’s footsteps?  If you are a fighter, you must have some minimal

training with a sword—where did you get it and how did you learn to use

it (friend, a job, parent, military)? Or if you have a knack for

picking pockets, how did you learn the ropes? If you are a cleric, did

you get “the call” from a deity, or were you indoctrinated into a

religion?

Think about it this way—if the very first place you get to on your

adventure is a pub and someone asks “so, what brings you here?” an honest

answer to this hypothetical question would be based on your trigger.

Initial possessions

Do you own anything other than what you are wearing and what’s in your

backpack? Do you have a family home, or own land? Also, don’t just think

about adventuring equipment—look at your hobbies, quirks, and craft skills

above and think if you might have items related to those things. Bound

duties

Are there any outstanding obligations or oaths that you need to fulfill?

Any unusual debts? Is anyone looking for you for deserting service or a

contract, or for some other reason? Did you make a promise to your family

or friends?

Quests

Like the adventure trigger, this is the other background area that should

be known for a well-played character. If you have filled out a good portion

of the other background areas, then it is likely your quests are already

known—they can come from anything in the Events, Mysteries, or Conflicts

sections, for example (your trigger can also be a quest). You should add

more quests as you continue to adventure. Having short and long term quests

is a good idea—developing both can allow you to accomplish things sooner

rather than later whilestill retaining something that drives you.

When working on your quests, think in terms of clearly defined goals—e.g.

to become rich is a motivation, not a quest, but to obtain Brad’s Chest of

Neverending Gold from the Cave of Certain Death is. Here are some basic

ideas—remember, it works best if you can develop quests that collaborate

with your personality traits:

Revenge Solve a mystery Resolve a conflict Fulfill an oath Deliver a

message or package Find or save someone or something that was lost or

taken Discover a mythical place Solve a crime Remove a curse Provide a

suitable person as a physical vehicle for your deity Earn membership in

an exclusive organization Kill every last troll in the Brashduk Clan

Open the portal to the Fifth Dimension Depose the local baron Fix the

terrible mistake I made long ago Obtain Brad’s Chest of Neverending

Gold from the Cave of Certain Death

Again, the possibilities are endless. It might be worthwhile to work with

the DM on coming up with quests that fit within the game world.

Proxy Information
Original URL
gemini://1436.ninja/Games/Ash_s_Guide_to_RPG_Personality
Status Code
Success (20)
Meta
application/octet-stream
Capsule Response Time
1083.246355 milliseconds
Gemini-to-HTML Time
12.08375 milliseconds

This content has been proxied by September (3851b).