|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.|
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.