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 they 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 they accept as “one of their 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. |
Primary Motivator and Core Traits