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.
| d20 | Manner of Speech | d20 | Manner of Speech |
|---|---|---|---|
| 1 | Stutters | 11 | Compulsive rhyming |
| 2 | Compulsive alliteration | 12 | Frequent uptalk |
| 3 | Excessive verbosity | 13 | Unusually rapid or slow |
| 4 | Laconic | 14 | Has a thick accent |
| 5 | Unusually flat or bubbly tone | 15 | Frequent talks to self |
| 6 | Drawls | 16 | Very urbane |
| 7 | Stentorian | 17 | Uses vocal fry |
| 8 | Whispers or mutters | 18 | Trails off often |
| 9 | Has a lilt | 19 | Uses many filler words |
| 10 | Halting | 20 | Strikingly 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.
| d20 | Habit | d20 | Habit |
|---|---|---|---|
| 1 | Compulsive weapon reloading | 11 | Preoccupied with wildlife |
| 2 | Fidgets | 12 | Distractingly expressive eyebrows |
| 3 | Polishes Ghost excessively | 13 | Frequent anecdotes |
| 4 | Frequent quotation | 14 | Peculiar hobby |
| 5 | Humming/singing | 15 | Needlessly argumentative |
| 6 | Speaks in third person | 16 | Frequent finger-snapping |
| 7 | Unusually tidy or messy | 17 | Compulsive exercise |
| 8 | Trench artist | 18 | Special handshake |
| 9 | Nail biting/picking | 19 | Coin/pen/knife tricks |
| 10 | Lip chewing | 20 | Tinkering |
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.
| d20 | Value | d20 | Value |
|---|---|---|---|
| 1 | Self-preservation | 11 | Technological advancement |
| 2 | Defense of the Traveler | 12 | Scientific knowledge |
| 3 | Personal integrity | 13 | Cultural preservation |
| 4 | Protecting the vulnerable | 14 | Martial prowess |
| 5 | Honor/social status | 15 | Aesthetic beauty |
| 6 | Social cohesion | 16 | Risen superiority |
| 7 | Fireteam camaraderie | 17 | Material acquisition |
| 8 | Humanity’s survival, at any cost | 18 | Inner peace |
| 9 | Individual liberty | 19 | Orderliness |
| 10 | Self-discipline | 20 | Flourishing 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.
| d20 | Vice | d20 | Vice |
|---|---|---|---|
| 1 | Gilded/glowing/gaudy armor | 11 | Collection completion |
| 2 | Wormspore | 12 | Vex tech |
| 3 | Trashy Hunter romance novels | 13 | Hive studies |
| 4 | Angry VanNet posting | 14 | Heavy ammo hoarding |
| 5 | Romanticizing the Darkness | 15 | Sparrow racing |
| 6 | Loot obsessed | 16 | Esoteric Warlock writings |
| 7 | Ahamkara conspiracy theorist | 17 | Sartorial struggle |
| 8 | Power tripper | 18 | Celebrity gossip |
| 9 | Compulsive notification checking | 19 | Nihilistic pessimism |
| 10 | Bad musical taste | 20 | Paracausal 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.
| d20 | Fear | d20 | Fear |
|---|---|---|---|
| 1 | Losing your Power | 11 | Accidentally harming Ghostless |
| 2 | NLS jumps | 12 | Gear failure |
| 3 | Transmat malfunction | 13 | Triskaidekaphobia |
| 4 | Ghost abandonment | 14 | Fireteam death |
| 5 | Specific alien species | 15 | Ghost switching |
| 6 | Other Guardians | 16 | Ridicule |
| 7 | Past life identity | 17 | Patrol beacons |
| 8 | Temporal excision | 18 | Immortal boredom |
| 9 | The Nine | 19 | Triangular shapes |
| 10 | Radiolarian contamination | 20 | Entropy |
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.
