Personality Development

Personality Development

This section is for developing your character’s personality. I know! We will get there – everyone always wants to rush off to their profession! Well, at least I did!
This section is the one it is ok to take a little bit at a time – but surprise: you already have some of this. These are the things that can help guide you during role playing and make decisions that are what your character would do based on their past and their goals and help you to understand what it is like to walk within their shoes.
Since you will be walking in them, I think it might be a good idea.


VALUES
Every person has a code that they believe in. This code has Positive aspects and Negative aspects. Every character should have between Three and Nine Virtues and Vices, always represented by a single word. Like the Seven Deadly Sins and Seven Heavenly Virtues, they inform the character’s decisions and choices, and it is the strength with which they hold to this code that may have an impact on their honor, renown, and related scores.
A moral code has two parts – affirming and punitive. Affirming things are the goals that people there strive for in their daily lives, the VIRTUES of that region. Positive aspects are things you aspire to be and do and live by. They are virtues. Punitive Codes are the VICES that people in that region avoid or punish. Negative aspects are things you avoid, you regret, you don’t want to be like or do. They are Vices.
Each Heritage has a description, and each Homeland has a listing, of a few elements that feed into your Moral Code, ideals with which you have been raised your whole life. This moral code is nonbinding but should have an influence on the character as you play them – especially since it will have an effect in encounters with other people.
There are Moral Codes built into some of the character Professions as well. It is the navigating of those many different codes on a personal basis that can often create internal conflicts that are real in the moment.


VIRTUES
Typically, a person will have five to nine Virtues that they use as aspirational ideals, and that influence their moral code. The best-known example of this is the seven Heavenly Virtues: Prudence, Justice, Temperance, Fortitude, Faith, Hope, and Charity.
Another example is the seven capital virtues: Chastity, Temperance, Charity, Diligence, Patience, Kindness, and Humility. Perhaps Aristotle’s Courage, Temperance or Self-Control, Generosity, Greatness of Soul or Magnanimity, Measured Anger, Friendship, and Wit or Charm are more to your liking.
One could also try Wisdom, Understanding, Counsel, Knowledge, Piety, and Fortitude.
From your heritage and homeland, select a few to get you started – four is a good starting number.


VICES
Typically, a person will have five to nine Vices that they use as oppositional ideals, and that influence their moral code. The best-known example of this is the seven deadly sins: Pride, Greed, Wrath, Envy, Lust, Gluttony and Sloth.
Ponticus dropped these: Gluttony, Prostitution, Fornication, Avarice (Greed), Envy, (Sadness at another’s good fortune), Wrath, Dejection, Boasting, and Pride (Self-Overestimation, Arrogance, or Grandiosity).
The great key to Vices is that they do not need to be the opposite of the Virtues, they can be other things and it can be assumed that the opposite of the virtues are undesired.
From your heritage and homeland, select a few to get you started – four is a good starting number.


TWENTY QUESTIONS
Wyrlde is a role-playing game, and it is a role-centric version thereof. The meaning of this is that you, as a player, are taking on the role of the person you are creating yourself to be in and on this world. It is really kinda cool when you think about it – regardless of if you are an incarnate or an intrinsic, your liminal self gets to decide things and affect time and space in the moment (or not – liminal, and all). I admit I was a little freaked out and might not have paid much attention – hence the being a faery.
In any case, there was a game we used to play that you should play now that might help you to come to know this person you will be. We called it twenty questions – and the premise was that you could ask 20 questions about something and then make a guess as to what it was. This is a little easier in a lot of ways, but the questions aren’t always the easiest sorts. So, let’s go!


 WHAT IS YOUR MOTTO?
Mottos are short, pithy sayings that represent an ideal of the character or something they value. A good motto isn’t more than 120 characters. Mottos are optional.


 WHAT ARE YOU AFRAID OF?
Three things that scare the bejeezus out of the character. No character is without fear. Even a Therian Vanguard has something that will terrify them during a berserk rage.

What do you Yearn for?
Everyone has something they long for, they plan for, they hope to achieve some day – even if it isn’t realistic. It could be a nice chunk of land, a place to belong, a kingdom to call their own, a good hot meal and a warm bath. Desires can change over time, so pick one to three that your character will start with – they can be simple or elaborate – up to you.


 IN WHAT SORT OF A PLACE WERE YOU BORN?
Not in terms of your Homeland, but more about the locale of your birth. Here’s a quick table for ya if you want.

D24ResultD24Result
01Forest13House Home
02Village Remains14Home of a Physic
03Inn or Public House15An infirmary
04Keep or Fort16Temple
05Brothel17Tavern
06Stable18Alley
07Outhouse19Barn
08Bathhouse20Guild House
09Shrine21Settlement Refuge
10Manse22On a boat or a ship
11Home of a family friend23Rubbish Heap
12Family Home24Field


 HOW DO YOU COME INTO THE WORLD AND WHY DID THAT HAPPEN?
 WHO ARE YOUR PARENTS?
Surprisingly, everyone has parents – they just may not have been all that involved.


 THIS CAN ALSO BE A WAY TO ASK WHO RAISED YOU?
The goal being to have some rough idea of who your parents were, what they did to put food on the table and make clothes for your back. What has become of them in the years since?


 DO YOU HAVE ANY SIBLINGS?
He, She, They – were you an only child (a rarity) or did you have siblings? Of course, this raises additional questions. You went off to be an adventurer.


o HOW MANY SIBLINGS AND WHAT DID THEY GET NAMED?
o WHO IS OLDER, WHO IS YOUNGER?
o WHAT BECAME OF THEM?
o DO YOU GET ALONG WITH THEM?
 WHAT WAS YOUR CHILDHOOD HOME LIKE?
No need to go into detail, just a sentence is fine.


 WHAT IS YOUR FAVORITE CHILDHOOD MEMORY?
Everyone has one – and they don’t always share it. It becomes cherished, and special.


 WHY DID YOU GAIN THE BACKGROUND YOU CHOSE? WHAT LED YOU TO THAT?
This is to help you tie things together with what you have so far with where you are going to be headed.


 WHAT WAS SIGNIFICANT EVENT IN YOUR LIFE?
This is a major thing that left a lasting mark you still have to this day, other than the one you already got.


 WHAT ARE TWO PERSONALITY TRAITS YOU HAVE?
Not in the sense of “Witty” or “Charming”, but in the sense of something they have done or do that speaks to the kind of personality they have. A “show, not tell” kind of thing. For example, Arabesque is prone to dancing and humming to herself while she travels. I am an early riser. Ok, no, not really, I sleep like the dead and that’s why I find places up high to crash.


 WHAT ARE TWO OF YOUR PERSONAL IDEALS?
Yes, you thought about the values you have, the sins and the virtues, but now we put them together to form a trait that is descriptive of how you put those into practice.


 WHO DO YOU CARE ABOUT THE MOST?
For Rafael, he has a granddaughter that he dotes on.


 WHAT IS YOUR FAVORITE POSSESSION?
Yeah, I know you haven’t gotten there yet, but you will. It might not be your trinket, but it could be something like that.


 WHERE ARE YOU MOST AT HOME?
Have you found it, or are you still looking or that place that speaks to your inner self?


 DO YOU WANT TO FIND LOVE?
Not everyone does.
Just as important as the simple yes, no, maybe is what does it look like for you when you find it? This can matter in the game if your DM uses romance storylines.

Goddess of Change, Mystery, Wonder, and Fun
Back To Top