Persona – An alternate to Alignment

Players can use Persona to guide their character’s actions and decisions.  Persona can be used to flesh out the character’s ethical code, beliefs, and desires which drives them toward a goal.   Choose an Archetype first and then an Attitude.

Persona  is a character’s trait which broadly describes their outlook and motivation.  It is a tool to encourage role playing between the GM and the players.  Persona is comprised of two components: Archetype and Attitude.

The GM can use Persona as a guide for how an NPC will interact with other characters.  The GM should award an additional Experience Point after each session when a Player Character acts according to their Persona.

Archetype is the core personality of a character.  Some listed are not appropriate for PCs and are provided for NPCs.  To determine the Archetype randomly for a NPC, roll 3d6.




Creator – seeks to make things of enduring value


Defender – seeks to actively protect a belief or individual/community which represents that belief


Destroyer – seeks to unmake all order


Explorer – seeks fulfillment through discovering and experiencing the world


Magician – seeks power or science or magic to control people or realities


Follower – seeks to belong so strongly that beliefs and morals are extremely malleable or non-existent


Healer – seeks to protect and care for others, especially the weak


Hero – seeks to prove their worth and overcome obstacles


Jester – seeks only personal enjoyment and immediate gratification


Seeker – desires to find a universal truth or purpose/meaning of life


Teacher – seeks to spread knowledge or beliefs


Romantic – seeks to do what they perceive as the right thing


Commoner – seeks to belong to the establishment and works to maintain the orthodoxy


Vigilante – holds a grudge and seeks to avenge a wrong


Aristocrat – seeks to create and control a prosperous community


Visionary – seeks to transform the world or create a new reality


Attitude is a trait, motivator or means in which the core personality is expressed.  Some Attitudes listed are not appropriate for PCs and are provided for NPCs. To determine the Trait randomly for a NPC, roll 2d6 with the first die as the tens and second as the ones.  Reroll if the Attitude indicated is uninspiring or seemingly conflicts with the Archetype (i.e. Rebellious Commoner).




Ambitious – seeks to obtain success, power, prestige, wealth or a specific goal


Apathetic – displaying little interest in obtaining success or goals, resigned to exist with the status quo


Competent – dependable, plans ahead and displays ability to get things done or a least ask the right questions


Bungling – may initially appear Competent but at a critical moment will fail


Cooperative – works well with others toward a common purpose


Antagonistic – questions any common purpose and will often openly or secretly work in opposition, sometimes just to be contrary or because of a personal disagreement or jealousy


Courageous – not easily frightened or dissuaded by opposition, difficulty, danger or pain


Timid – may initially appear Courageous but will immediately bolt when presented with danger or go to great lengths to avoid any opposition


Daring – similar to Courageous but sometimes seeks out danger or confronts opposition blindly without weighing the risks


Cautious – wants to know risks and benefits before deciding upon a course of action.  Similar to Competent or may sometime appear Timid


Independent – does not rely upon others for aid or support and may act alone to achieve a goal even before gaining the consensus of others


Dependent – will only act with the consensus or at the direction of others and may even assist in actions which they morally oppose


Loyal – makes strong allegiance and keeps vows


Faithless – may initially appear Loyal but will betray or break confidence at a critical moment


Obedient – will follow orders and work with the group without question except in extreme instances, similar to Dependent, Loyal, and Cooperative


Rebellious – will actively defy authority and defined order, similar to Antagonistic but able to work better with a group and slightly more belligerent


Optimistic – not easily deterred and will seek to see the benefit even in challenges and tragedies, similar to Courageous


Fatalistic – easily deterred by challenges and sees signs of failure in each challenge, similar to Apathetic


Spiritual – believes in a deeper purpose, soul, sacred and profane, similar to Optimistic and Fatalistic


Irreverent – believes only in what they can see or do at the moment, morality is relevant, is similar to Rebellious and Antagonistic


With a roll of 43 or above, take two Attitudes.  Roll again for the first Attitude and then select a second interesting Attitude.


Detecting another character’s Persona may be attempted in order to better intimidate, motivate or manipulate the opposing character’s actions.

Concealing or opposing detection of a persona may be chosen by a character (PC or NPC) in order to avoid being manipulated.

Detection of another character’s Persona is achieved with a Hidden Intuition (WILL) Test or Check.  Typically at least a few hours of interaction or observation is necessary before the Persona can be determined.

An unopposed Persona detection is a Difficulty 1 Intuition (WILL) Check.

An opposed Persona detection is an Intuition (WILL) test versus the opposing character’s Fortitude (WILL).

If Persona is successfully detected or a Critical Success was made, cascade dice to Influence (WILL) Tests against the opposing character for the next day or longer at the GM’s discretion.

If Persona was not successfully detected, the GM should secretly record that fact and give the opposing character Advantage dice to resist any future attempts to be influenced.

If a Critical Failure was the result of detecting the Persona, the opposing character is aware that they are being manipulated and any attempt to influence them will automatically fail.

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