Rules / Character Creation / Personality
Personality
Your character needs only a few personality traits as roleplaying touchstones: key traits that are fun to play. You don't need a complex backstory or deep motivations, though you can flesh your character out as much as you like. Adventuring in the wild wastes gives your character's personality plenty of chances to shine, usually in three kinds of situation. Roll or choose one trait for each kind. If you already have a personality in mind, skip this; it's here for inspiration. (These tables are in the Roll Tables compendium.)
Social Interactions
When you talk with a non-player character outside combat and try to influence them, that's a social interaction: persuading a guard to let you pass, pushing a Fixer for better pay on a dangerous job, or questioning a witness about the brigands ambushing travelers. The GM plays every NPC; you and the other players decide what your characters say, in character if you like.
How do others see you in social situations? (d6)
| d6 | Trait | |
|---|---|---|
| 1 | Cheerful | Upbeat and friendly, quick with a smile. |
| 2 | Talkative | Always has something to say, and says it. |
| 3 | Reserved | Quiet and guarded, slow to open up. |
| 4 | Charming | Easy to like; puts people at ease. |
| 5 | Witty | Sharp-tongued and clever with a quip. |
| 6 | Relaxed | Unhurried and hard to ruffle. |
How optimistic are you? (d6)
| d6 | Trait | |
|---|---|---|
| 1 | Enthusiastic | Throws yourself into everything with gusto. |
| 2 | Hopeful | Believes things will work out in the end. |
| 3 | Fatalistic | What will be will be; there's no fighting fate. |
| 4 | Grim | Expects hardship and isn't surprised by it. |
| 5 | Self-assured | Confident you can handle whatever comes. |
| 6 | Brooding | Dwells on dark thoughts and old wounds. |
How trusting are you? (d6)
| d6 | Trait | |
|---|---|---|
| 1 | Gullible | Believes most of what you're told. |
| 2 | Open-minded | Gives people and ideas a fair hearing. |
| 3 | Skeptical | Wants proof before you believe anything. |
| 4 | Suspicious | Assumes people have hidden motives. |
| 5 | Naive | Hasn't seen enough of the world to know better. |
| 6 | Trusting | Gives trust freely and expects the same. |
Decision Points
Tough choices let your personality steer what you do. Do you sneak past the bandits' cave, walk up openly to parley, or storm in with blades drawn and spells blazing? Which of six stone doors do you open first? Do you save the captives from the trap or chase the slavers? When the group debates what to do next, how do you approach it?
How assertive are you at a decision point? (d6)
| d6 | Trait | |
|---|---|---|
| 1 | Humble | Defers to others and keeps your own counsel. |
| 2 | Adaptable | Goes with whatever plan the group settles on. |
| 3 | Commanding | Takes charge and expects others to follow. |
| 4 | Timid | Hesitant to speak up or push a choice. |
| 5 | Easygoing | Happy with most options; rarely argues. |
| 6 | Impatient | Wants a decision now, not after a long debate. |
How conscientious are you about rules? (d6)
| d6 | Trait | |
|---|---|---|
| 1 | Scrupulous | Follows rules to the letter, every time. |
| 2 | Pragmatic | Follows rules when they help and bends them when they don't. |
| 3 | Dutiful | Honors obligations and the chain of command. |
| 4 | Honest | Won't lie or cheat, even to get around a rule. |
| 5 | Flexible | Treats rules as guidelines, open to interpretation. |
| 6 | Wild | Rules? Those are for other people. |
How empathetic are you? (d6)
| d6 | Trait | |
|---|---|---|
| 1 | Kind | Genuinely cares about how others feel. |
| 2 | Stern | Cares, but holds people to a high standard. |
| 3 | Thoughtful | Considers everyone's needs before acting. |
| 4 | Protective | Shields those who can't protect themselves. |
| 5 | Hard-hearted | Little patience for others' troubles. |
| 6 | Oblivious | Often misses how others are feeling. |
Dire Straits
Some of the most memorable character moments come when things are dire: a trademark retort to a villain's threat, a famous battle cry, leaping into harm's way to protect others, or fleeing overwhelming odds. When your character lands in trouble, how do they usually react? Do you follow the code, your heart, or your own interest?
How courageous are you in dire straits? (d6)
| d6 | Trait | |
|---|---|---|
| 1 | Brave | Faces danger head-on. |
| 2 | Competitive | Treats danger as a contest to win. |
| 3 | Steady | Keeps a level head when things go bad. |
| 4 | Cautious | Looks for the safest way through. |
| 5 | Reckless | Charges in without a second thought. |
| 6 | Fierce | Fights like a cornered animal. |
How do you take setbacks? (d6)
| d6 | Trait | |
|---|---|---|
| 1 | Stoic | Takes the hit without complaint and carries on. |
| 2 | Driven | Failure just makes you push harder. |
| 3 | Happy-go-lucky | Shrugs it off; tomorrow's another day. |
| 4 | Vengeful | Someone's going to pay for this. |
| 5 | Bold | Answers a setback with an even bigger move. |
| 6 | Impassioned | Feels every loss deeply and loudly. |
How are your nerves? (d6)
| d6 | Trait | |
|---|---|---|
| 1 | Calm | Hard to rattle, even under fire. |
| 2 | Skittish | Jumps at shadows and sudden noises. |
| 3 | Restless | Can't sit still while waiting for trouble. |
| 4 | Impulsive | Acts first and thinks later. |
| 5 | Patient | Willing to wait for the right moment. |
| 6 | Unshakable | Nothing gets under your skin. |