Personality

Like your character’s appearance, you are welcome and wholly encouraged to decide your character’s personality from the ground up. In fact, many people may find it more enjoyable to discover their character’s personality as they play, rather than deciding anything beyond broad strokes at the outset of a campaign. However, if you’re interested in making a more concrete start to your character’s personality, or if you’re just looking for inspiration, the tables in this section can help.

Though these tables will present very straightforward ideas and elements, keep in mind that no aspect of any character is one-dimensional. People are nuanced, and it’s perfectly normal and natural for context or perspective to change how your character behaves, whether that change is short-term or a complete alteration of their core personality. One of your character’s traits may even be that they adopt completely different personalities based on who they’re working with!

Manner of Speech

Whether your character speaks vocally, exclusively through writing, or through sign language, consider one of the following cornerstones of your character’s manner of speech and try to incorporate it into your role-play.

d20Manner of Speechd20Manner of Speech
1Stutters11Compulsive rhyming
2Compulsive alliteration12Frequent uptalk
3Excessive verbosity13Unusually rapid or slow
4Laconic14Has a thick accent
5Unusually flat or bubbly tone15Frequent talks to self
6Drawls16Very urbane
7Stentorian17Uses vocal fry
8Whispers or mutters18Trails off often
9Has a lilt19Uses many filler words
10Halting20Strikingly eloquent

Odd Habits

Even the most “normal” among us has an odd habit or two. Sometimes people will only eat food in a certain way, or have a peculiar routine for cleaning their house that feels wrong to change. The table below has a short list of possible odd habits for your character.

d20Habitd20Habit
1Compulsive weapon reloading11Preoccupied with wildlife
2Fidgets12Distractingly expressive eyebrows
3Polishes Ghost excessively13Frequent anecdotes
4Frequent quotation14Peculiar hobby
5Humming/singing15Needlessly argumentative
6Speaks in third person16Frequent finger-snapping
7Unusually tidy or messy17Compulsive exercise
8Trench artist18Special handshake
9Nail biting/picking19Coin/pen/knife tricks
10Lip chewing20Tinkering

Values

Your character’s values are the beliefs, people, and things your character considers important aspects of their life, and are what your character would risk their safety—or even the safety of others—to defend or uphold. Some characters have no values, some have only a few, and some have so many there is no way they can possibly uphold all of them, putting themselves in the precarious position of often having to choose one over another.

Another way to think of values is to consider what motivates your character. The three most common character motivations are money, interpersonal relationships (friendship, family, love, etc.), and power. Typically, your character’s values will fall into one of those very broad categories, but don’t just stop there when choosing what your character cares about. A good practice is to incorporate some nuance into their values, or even a contradiction of values, which sets you up for more interesting and dynamic role-play opportunities in the future.

d20Valued20Value
1Self-preservation11Technological advancement
2Defense of the Traveler12Scientific knowledge
3Personal integrity13Cultural preservation
4Protecting the vulnerable14Martial prowess
5Honor/social status15Aesthetic beauty
6Social cohesion16Risen superiority
7Fireteam camaraderie17Material acquisition
8Humanity’s survival, at any cost18Inner peace
9Individual liberty19Orderliness
10Self-discipline20Flourishing complexity

Vices

Whether virtuous or vicious in general, everyone has some habit, taste, or preference that qualifies as a vice. Your character’s vices could be fairly harmless indulgences or genuinely detrimental behaviors, but whatever they are, the key quality of a vice is your character’s weakness to it or around it. 

At your Architect’s discretion, when you pick a vice for your character, and your character is exposed to that vice, they must succeed on a DC 10 Wisdom saving throw or they become Charmed by the vice. If the vice is something being offered by another creature, the character is Charmed by that creature instead. Your character can repeat the saving throw at the end of each of their turns, ending the effect on itself on a success. If your character succeeds on their saving throw, or if the effect ends on them, they become immune to being Charmed by their vice for the next 24 hours.

d20Viced20Vice
1Gilded/glowing/gaudy armor11Collection completion
2Wormspore12Vex tech
3Trashy Hunter romance novels13Hive studies
4Angry VanNet posting14Heavy ammo hoarding
5Romanticizing the Darkness15Sparrow racing
6Loot obsessed16Esoteric Warlock writings
7Ahamkara conspiracy theorist17Sartorial struggle
8Power tripper18Celebrity gossip
9Compulsive notification checking19Nihilistic pessimism
10Bad musical taste20Paracausal pranks

Fears

No matter how strong, agile, or smart your character is, chances are there is at least one thing they fear deeply. Much like when presented with a vice, characters don’t act like themselves when they’re around their fears. The strong can crumble, the quick can stumble, and the intelligent can suddenly find themselves at a complete loss, unsure what to do.

Consider carefully how your character responds to their fear. Do they become aggressive, or frightful? Everyone reacts differently to their fear, and irrational fears often provoke irrational actions. 

At your Architect’s discretion, if you pick a fear for your character, whenever your character is presented with their fear they must make a DC 10 Wisdom saving throw, becoming Frightened on a failed save. Your character can repeat the saving throw at the end of each of their turns, ending the effect on yourself on a success. If your character succeeds on their saving throw, or if the effect ends on them, they become immune to being Frightened by their fear for the next 24 hours.

d20Feard20Fear
1Losing your Power11Accidentally harming Ghostless
2NLS jumps12Gear failure
3Transmat malfunction13Triskaidekaphobia
4Ghost abandonment14Fireteam death
5Specific alien species15Ghost switching
6Other Guardians16Ridicule
7Past life identity17Patrol beacons
8Temporal excision18Immortal boredom
9The Nine19Triangular shapes
10Radiolarian contamination20Entropy

Charmed And Frightened Duration. The duration of the Charmed and Frightened effects described in Vices and Fears, respectively, is left undetermined because what constitutes a reasonable duration for those effects can vary greatly depending on the vice or fear you pick, and the situational context. Work with your Architect to determine a reasonable duration for the effect if your character fails their saving throw.