Determining personality
Choose your character's personality. As already said in the Basic rules, each personality trait can take values from -3 to +3.
A value of 0 is unremarkable; the trait does not show.
At +1/-1 it shows slightly.
At +2/-2 it shows markedly.
And values of +3/-3 are exceptional and extreme.
The choice of personality has no restrictions (except from the Game Master). Do not forget that you will then play the character. If you choose too many traits, you will have a hard time keeping track; if too few, the character will be uninteresting and bland.
A character's personality consists of:
Alignment
Personality traits
— Bravery
— Attitude Toward Food
— Attitude Toward Drinking
— Attitude Toward Money
— Attitude Toward Power
— Attitude Toward Fame
— Sense of Honor
— Attitude Toward Pride
— Worldliness / Naivety
— Attitude Toward Violence
— Attitude Toward Stealing
— Attitude Toward Religion
— Attitude Toward the Opposite Sex
— Diligence / laziness
Determine
— what your character likes and what makes them happy
— what they dislike and what annoys them
— what they are afraid of
Decide how they view other races
Choose other personality traits
Now look at the detailed description of the alignment traits:
Alignment
Decide how your character could be simply classified.
Other personality traits will round out their character, but here decide what basic stance they want to take in life:
Is good
Good characters think more about others than about themselves and certainly do not harm others. They have more good qualities, although they may also have minor flaws of character.
Has no stance, is neutral
Neutral characters neither help others nor, in principle, harm them. They think more about themselves or simply do not care about those around them. They can have both good and negative qualities.
Is evil
The last group consists of characters who take pleasure in harming others or at least in seeing them fail. They place their own interests far above those around them and do not hesitate to sacrifice someone for the sake of their goals. If they help someone, it is only because it brings them benefit.
| -3 | desire to commit evil |
| -2 | evil nature |
| -1 | spiteful nature |
| 0 | neutral nature |
| +1 | good nature |
| +2 | kind-hearted nature |
| +3 | desire to do good |
Desire to do good
(alignment +3)
Characters with this trait wholeheartedly desire to help others regardless of their own benefit. They do not hesitate to risk their own lives to save others, and they never endanger the lives of others to save themselves. A character desiring to do good is also generous.
Characters desiring to do good are generally referred to as good.
Excluding conditions
- evil nature
- ruthlessness
Milaos meets a beggar by the road. For someone as good as the priest Milaos, helping the beggar is a matter of course.
The main personality trait of the priest Milaos is the desire to do good. When he and his party ride through a village where a mob is just burning an unknown old woman for witchcraft, Milaos stands up for her. First he finds out the villagers' motives (they are superstitious) and then tries to persuade them to let the woman go.
The enraged mob turns on Milaos too. It goes against his nature to hurt the villagers, who are by no means evil, and he would rather flee. If an opportunity arises, he will try to save the sacrificed woman.
One day Milaos and his party are ambushed by robbers. Although he does not accept killing as a means of solving problems, he sees that there is no reasoning with the robbers, and together with his companions he stands up to them. Those who attack him he kills or knocks out, and those who surrender he takes prisoner.
A group of orcs kidnaps a village girl. Milaos sets out with his friends to rescue her. If they are discovered, there is a danger that the orcs will kill the girl. So Milaos has to agree with the others' plan to kill the orcs in their sleep. It is against his nature, but the possibility of causing the death of an innocent makes him use this harsher method.
Good / kind-hearted nature
(alignment +1 or +2)
Characters with this trait never commit an evil deed and often help others, but sometimes they let their "weaker" side win over good. Even good characters will not sacrifice another's life to save themselves.
Characters with a good nature are generally referred to as good.
Excluding conditions
- evil nature
- ruthlessness
One of Milverin's traits is a good nature. If he sees a beggar by the road, he too gives him generous alms.
If the wizard Ralek (good nature, desire for money) were in the same situation, he would either pretend to have no money, or his gift would be much smaller.
Milverin also encounters a mob that wants to burn an innocent victim. Milverin sees that the villagers are fanatical and there is no reasoning with them. Either he rides away with regret, or he forces his way to the woman on his horse, grabs her and rides off.
When ambushed by robbers, Milverin does not hesitate and charges at them. They are criminals who want to kill him and have surely killed many defenceless victims.
Milverin is falsely accused at a trial. Even though he has the chance to shift the blame onto someone else, also an innocent victim, he will defend himself honestly, ruling this option out in advance.
Evil / spiteful nature
(alignment -2 or -1)
An evil nature shows itself as selfishness, malice, violence and stealing, and can escalate to murder and torture of victims. It shows much more directly than the desire to commit evil, but it knows certain limits. The character's wickedness often shows in the means used to achieve their goals (for example an evil thief tortures victims to find out where they keep their money).
Evil characters usually value their own life more than anything else. To save their own life they do not hesitate to betray even their family or friends.
Characters with an evil nature are generally referred to as evil.
Excluding conditions
- good nature
The orc Gurag (evil nature) robs, goes on raids, kidnaps children from villages and tortures his victims. All of this gives him sincere joy and fun.
One day a party of adventurers captures him and wants to squeeze the location of his cave out of him. Gurag resists for a while, but after being threatened with torture he betrays his tribe and reveals the location of the cave.
He promises the party everything imaginable if only they let him go. If they do, Gurag returns home by the shortest route to rouse his tribesmen, and together they ambush the party.
Desire to commit evil
(alignment -3)
These characters find pleasure in evil and in harming others. They need not take pleasure directly in the suffering and pain they cause; they take it from the feeling of doing evil. A character desiring to commit evil is always ruthless.
Evil characters tend to act inconspicuously. They do harm from "behind the scenes" so as not to draw attention to themselves, or commit their deeds in deserted places.
Characters who desire to commit evil are generally referred to as evil.
Note: The desire to commit evil is very unusual. A character is usually motivated to evil deeds by a desire for money, for power or another weakness. This trait more often belongs to magical beings, deities or fanatics.
Excluding conditions
- good nature
The burning of an innocent victim may be the work of the merchant Kerikas, who longs for evil. With well-aimed hints and accusations he convinces the villagers that the old woman living alone at the edge of the forest is a witch who harms them. On top of that he adds several recent accidents that this person is surely responsible for (a dead cow, a sick child, curdled milk). Kerikas himself does nothing visible, nor does he lead the mob, so as not to draw needless attention to himself.
If Kerikas travels with others, he may give the beggar by the road a gift so as to look like a benefactor. Or he may pass him by without notice so as not to draw any attention to himself.
Note: The beggar certainly does not have a happy life, so Kerikas feels no need to make it any more bitter.
The kidnapping of the girl may also be Kerikas's work. He makes a deal with the orc chieftain, kidnaps the girl himself and hands her over for a fat reward. He takes the money so as not to arouse the suspicion of the greedy orc.
Personality traits
Bravery
Is your character brave or even fearless? Or do they know when to retreat? Or are they afraid and timid?
| -3 | absolute coward (courage -5) |
| -2 | coward (courage -2) |
| -1 | not very confident, easily frightened |
| 0 | - |
| +1 | can endure something |
| +2 | very little can frighten them (courage +2) |
| +3 | knows no fear, never flees from battle (courage +5) |
Bravery (+3)
A brave character never flees from battle out of fear of enemies and only reluctantly chooses to retreat (they may do so when the enemies greatly outnumber them, for the sake of their friends, etc.).
Cowardice (-2)
"He who runs away wins!" is the character's basic motto. If the odds are too great or the opponent beyond their strength, they would rather choose flight than an unequal fight, regardless of their friends or other obligations.
Counting courage
The courage roll is a very common game mechanic. It is counted within the skill "Mental Resistance" (see below).
Attitude Toward Food
What is your character's attitude toward food? What do they like to eat? Can they endure hunger, or do they eat for three ordinary people?
| -3 | anorexia |
| -2 | eats little |
| -1 | eats moderately |
| 0 | eats whatever is given |
| +1 | likes food |
| +2 | gourmet |
| +3 | glutton |
Example: Insatiability (+3)
Such a character loves good food and drink. Whenever possible, they eat their fill of the best food. They always set out on journeys well prepared (a big sack of food).
Attitude Toward Drinking
Choose what attitude your character will have toward alcohol. Do they drink occasionally, often, or are they a notorious alcoholic? Or are they a teetotaller, or do they even condemn drinking?
| -3 | actively opposes drinking |
| -2 | dislikes and condemns drinking |
| -1 | never drinks |
| 0 | drinks occasionally |
| +1 | drinks regularly |
| +2 | drinks often |
| +3 | alcoholic |
Example: Drunkenness (+3)
Whenever the drunkard has the chance, they always try to drink alcoholic beverages and often drink themselves senseless.
If they have no chance to drink (lack of money, a stay in the wilderness), they will be nervous and unpleasant to those around them.
Attitude Toward Money
How does your character view money? Do they like it, spend a lot, or would they, as the saying goes, skin a flea for its hide?
| -3 | rejects the monetary system |
| -2 | despises money |
| -1 | generosity |
| 0 | normally uses money |
| +1 | likes money |
| +2 | desires money, enjoys counting it |
| +3 | hoards, counts, never spends |
Desire for money (+3)
The desire for money is one of the most common personality traits. A greedy character tries to get everything for themselves and only reluctantly spends money they have acquired. They do not hesitate to rob anyone who has money - a stranger, a friend or a relative. The methods of getting money differ according to the character's abilities - a merchant will cheat, a thief will steal, a warrior will strip the dead.
Greedy characters who are also ruthless are referred to as evil.
Limak has a secret room at home where he keeps his treasures. His wife asks him whether he would give her money for a new dress. In response, Limak starts making up that he has had a bad year and has no money left.
When his little daughter happens to discover the hiding place with the money and takes a few coins, the enraged merchant punishes her severely, although he had never beaten her before.
Generosity (-1)
Generous characters have no sense of personal ownership. Most of what they earn they give away to the poor, friends or temples, and they keep only as much as they need to survive.
These characters are almost always good.
Attitude Toward Power
Power can be very intoxicating and tempts many people. Does your character also desire power? Or do they just like to direct others and organize their lives? Or do they prefer to submit to others?
| -3 | avoids it at all costs |
| -2 | afraid to lead |
| -1 | dislikes being in charge |
| 0 | - |
| +1 | likes commanding and leading others |
| +2 | desires power |
| +3 | craves power |
Desire for Power (+2 to +3)
A character who desires power secretly longs to control others and give them orders.
As power grows, so does the desire for it - at first the character is satisfied with their own family or party, later they start running the whole village and in the end they are not satisfied even with ruling the whole country.
If the desire for power is combined with ruthlessness, the character becomes evil. The desire for power is often combined with the desire to commit evil.
Power-hungry characters tend to be patient and intelligent. For a long time they prepare complex plans that will later bring them the power they long for.
A few years later his village is not enough for him and he longs for a higher position. In a nearby town he allies with the local underworld and gains a seat on the town council. By now he has gone so far that he does not hesitate to resort to murder. He has the town mayor removed and (after further scheming) takes his place.
Malik would go further if he were not killed by another member of the town council, just as power-hungry as he is.
Attitude Toward Fame
Does your character long to become famous? Do they like being the centre of attention, or are they shy and avoid attention?
| -3 | hates popularity |
| -2 | does not like popularity |
| -1 | avoids attention |
| 0 | - |
| +1 | popularity feels good to them |
| +2 | loves attention |
| +3 | lives for fame |
Desire for fame (+2 to +3)
Many adventurers set out on adventurous journeys to win fame.
A character who desires fame willingly faces danger if it brings them admiration and fame. Deeds with little or no hope of fame they prefer to leave to others.
Note: Even though the character desires fame, they will not gamble with their life needlessly. They prefer to choose achievable tasks with a small reward rather than set out after a dragon right away and perish miserably.
Later Glenfir meets a farmer from a remote homestead who complains to him about sheep mysteriously disappearing. Glenfir sees no way to win fame by saving a few sheep in the wilderness, so he politely makes an excuse and turns the farmer down.
Sense of Honor
How does your character view questions of honor? Are they truthful? What do they think of lying? Could they stab someone in the back? Can they pretend?
| -3 | rotten to the core |
| -2 | steals, lies, attacks from behind |
| -1 | lies when it suits them, occasionally steals something |
| 0 | sometimes lies |
| +1 | dislikes lying and thieves, does not attack from behind |
| +2 | despises thieves and liars |
| +3 | model of honor , leads by example |
Honor (+3)
An honorable character never lies, even if it were to endanger their life. On principle they do not use dishonorable advantages in combat - attacking from behind, surprise, attacking a knocked-down enemy and the like.
Attitude Toward Pride
Pride shows how the character views themselves and how far they can go without becoming disgusted with themselves. To some extent it is also related to the desire for fame (a proud person may like the attention of others) and to honor.
| -3 | spinelessness, sycophancy (negotiation by fawning +5) |
| -2 | submissiveness (negotiation by fawning +2) |
| -1 | not much bothers the character, they do not take criticism to heart |
| 0 | |
| +1* | pride, self-respect, dignity |
| +2* | arrogance, resistance to authority |
| +3* | cannot stand authority or command, boundless conceit |
* The character is easily influenced by fawning.
Boundless conceit (+3)
The character thinks they are the centre of the world. They do everything so as to make, on themselves and those around, the perfect impression of a demigod-like being. They do not admit their own mistakes and cannot stand criticism.
Does not recognize authority (+2 to +3)
The character cannot stand anyone ordering them around or humiliating them. They cannot be a slave and quite possibly cannot even pretend to be one.
Haughtiness (+1)
A typical trait of a noble or a powerful character is a certain haughtiness, when they think they are better than a burgher or a serf.
Submissiveness (-2 to -3)
A submissive creature is not above doing anything, because it has no dignity of its own. It will serve and flatter everyone stronger and more powerful as long as it gets some benefit from it. Of course, it does not do this for its own pleasure, but with the prospect of its own gain.
Worldliness / Naivety
Decide how trusting or, on the contrary, worldly-wise your character is. A worldly-wise person is not easily fooled, but everyone likes a sincere truster much more than a know-it-all chatterbox.
| -3 | trusts everyone, total naivety (others have a better relationship with them) |
| -2 | trustfulness, naivety (others like them more) |
| -1 | country bumpkin |
| 0 | - |
| +1 | has their own opinion |
| +2 | cunning - nobody fools the character, but nobody is very fond of them |
| +3 | know-it-all attitude (the character gets on others' nerves, many people dislike them) |
Know-it-all (+3)
Your character has an opinion on absolutely everything, and whatever anyone tells them, they dispute it or find a flaw in it. Nobody can hoodwink them (and those who have already had the honour would rather not even try). As a result the character does not have many friends, but nobody outwits them.
Country bumpkin (-1)
A country bumpkin knows little of the world and is easy prey for merchants, swindlers and other riff-raff.
Blind naivety (-3)
This personality applies mostly to small children, but we can also meet it in adults. The character trusts everyone, cannot hide emotions and knows no cunning or pretence. On the other hand, others do not consider them a threat (robbers let them go) and subconsciously like them (others have a +1 better relationship with them).
Attitude Toward Violence
Determine your character's stance toward violence, fighting and killing. Do they like fighting or avoid it? How will they behave if they have to kill someone? Do they not care, or do they hesitate?
| -3 | never kills or fights |
| -2 | fights only in self-defense |
| -1 | avoids violence |
| 0 | uses violence only in extreme situations |
| +1 | not afraid to use violence |
| +2 | loves fighting and bloodshed |
| +3 | lives for battle, loves torture |
Attitude Toward Religion
What is your character's attitude toward religion and faith? Do they believe in the gods and worship them? Do they attend services regularly? Or are they lukewarm in their faith, or perhaps do not believe at all?
| -3 | hates religion |
| -2 | dislikes priests and sermons |
| -1 | does not attend services |
| 0 | lukewarm attitude |
| +1 | occasionally attends services |
| +2 | prays often |
| +3 | zealous believer, priest, fanatic |
Attitude Toward the Opposite Sex
What is your character's attitude toward the opposite sex? How do they feel in the presence of such a person? Do they seek love affairs, or have they already fallen in love?
| -3 | hates women (men) |
| -2 | avoids them |
| -1 | dislikes socializing, shy |
| 0 | normal relationship |
| +1 | likes them very much |
| +2 | seeks them out, loves them |
| +3 | thinks of nothing else |
Diligence / laziness
Is your character active, do they like to work, tidy up, carve or repair things? Or do they have to force themselves to work? Or do they avoid work? Or are they even lazy?
| -3 | complete slacker |
| -2 | |
| -1 | dislikes work |
| 0 | - |
| +1 | active when necessary |
| +2 | work causes no problems, enjoys working |
| +3 | cannot stand resting |
Other characteristics
I like, it makes me happy, I love
Choose several things, persons or activities your character likes (you can express the relationship to them on a scale from +1 to +3).
I dislike, it annoys me, I hate
What does your character dislike, what annoys them or can even enrage them ? You can express this relationship from -1 to -3.
I am afraid of
What is your character afraid of? You can choose from the following phobias or anything else (certain animals, diseases and the like).
Fear of the dead (necrophobia)
When the character encounters death or its messengers, they are seized by insurmountable horror. Not for anything will they touch a dead body (not even a skeleton).
Given the choice, they will never fight animated corpses and will rather try to flee, or they may panic.
Fear of the dark
In the dark the character is seized by inexplicable horror. They do not like sleeping in complete darkness (they keep a lantern lit), are afraid to go out into a dark street and in complete darkness (a cave, a dense forest at night) they may panic.
If they can, they avoid darkness at all costs and try to be prepared for it - they carry spare torches or a lantern and a flint.
Fear of enclosed spaces (claustrophobia)
In enclosed spaces the character feels that the walls are collapsing on them and they cannot breathe. Given the choice, they will never enter underground spaces, dark cellars or sewers (or the others must persuade and calm them a lot). The character can easily panic in such a situation.
Fear of water
A character who is afraid of water will not swim or wade across a river for anything, and will board a boat only with great self-denial.
This trait is typical of all dwarves.
Fear of heights
When looking at the depth below, the character gets severe vertigo. They try at all costs to avoid climbing, walking above a precipice or on a roof. In such situations they tremble and may panic or faint.
View of races
How does your character view other nations and races? List the races the character either prefers or dislikes (you can rate the relationship with a value from -3 to +3).
Other personality traits and peculiarities
To round out the character you can choose any other trait; you can also follow the description below. These traits have no levels.
Allergy to animals
An allergy to animal fur can prove unpleasant. Such a character cannot ride a horse, wear fur clothes, own a dog and the like; otherwise they sneeze and their eyes water.
Ruthlessness
A ruthless character pursues their goal without regard for others. They live by the motto "The end justifies the means". If someone crosses their path, they deal with them harshly.
— A character desiring to commit evil is always ruthless.
— If a character is ruthless and at the same time desires power or money, they become evil.
Uncontrollable laughter
In serious or tense situations the character falls into fits of insane laughter. It happens to them, for example, when visiting an important person, negotiating a ransom, during an interrogation at the guardhouse or in court.
Mute
A mute character cannot communicate with others in the usual way; however, they can use gestures, telepathy or writing.
For characters who depend on speaking, the Game Master can compensate for this disadvantage with certain bonuses or advantages in another area.
Nightmares
The character is tormented by nightmares. They often wake up screaming at night, or sigh and toss and turn in their sleep. In the morning they tend to be tired, grumpy or frightened.
Optimism
An optimistic character tries to find the best side of every situation. They never give up hope and encourage others.
Note: Optimism is a typical trait of imps.
Paranoia
A paranoid character constantly feels that someone is after their life. At night they will insist on at least double watches (if they trust the others) and of course will keep watch themselves for as long as possible.
Pessimism
A pessimistic character believes that everything will turn out badly and loudly lets everyone know. If someone is injured, they immediately write them off as dead and will claim that healing will not help. Of a cave full of treasure they will say it is a looted cave full of monsters, and the like.
Vindictiveness
Such a character will literally give their soul to take revenge on whoever crosses their path. If they are robbed, captured or defeated in battle and survive, they will not rest until they have taken revenge. Whether they are in the right or not plays no role for them.
Revenge can take various forms - good characters will rather punish or tease a little, evil ones will resort to a crueller retaliation - for example murder or torture.
Superstition
Superstitious characters put much more stock in legends and village gossip than in the advice of friends and their own experience. Not for anything in the world will they go, unless forced, to a place shrouded in mysterious tales and gruesome legends.
Superstitious characters are also afraid of magic and spells (unless, of course, they master these abilities themselves).
Bad luck
Unpleasant accidents happen to the character. If someone attacks (shoots at) the party, this character will usually be the first target. At dice or other games of chance they never win. In an archery contest their bowstring snaps or a strong wind happens to blow and deflect the shot.
Other, stranger accidents happen to them too - while walking in town they may be knocked down by a runaway horse, a flowerpot may fall on their head or someone may rob them.
Luck
The character is very lucky. They often win at dice or other games of chance. Sometimes luck helps them in a fight or an important activity (especially if their life is at stake).
Note: This trait is so advantageous that it should be a reward from the Game Master or be balanced by some disadvantage (for example poor rolls on base attributes).
Talkativeness
Talkative characters are consumed by the desire to constantly (for example at night) tell stories about something or discuss anything, thereby driving others to despair.
War madness
Some warriors fall into war madness in battle - they become berserkers. This state can arise from various causes - sometimes a mere sight of blood is enough, other times the transformation is triggered by the killing of a friend or their betrayal.
War madness
1d6 / 6
+1 for a friend who has passed out
+1 for overcoming shock
+3 for a hopeless situation
+3 for overcoming passing out
Forgetfulness
A forgetful character will almost certainly forget to come to an important meeting, to return borrowed money (or to remember that they lent money to someone), forgets some parts of their equipment and the like.
Curiosity
Many characters set out on adventures because they want to discover something new. A curious character will never refuse the chance to go explore an unknown cave, an abandoned castle or a deserted island.