Fleshing Out Your Character

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By Ash Bowie

A Guide to Personality and Background

Contents

Essential Personality Traits

Primary Motivators

In the broadest sense, the Primary Motivator is the underlying goal in your character's life, forms the basic theme of his worldview, and is what drives him to action. While one motivator is completely sufficient, multiple motivators can make for interesting patterns (although some motivators clearly cannot coincide, such as Chaos and Order). Like the emotions, the motivator should fit with the Personality Matrices—having a Warmth rating of "I hate others" doesn't work well with the Motivator Nurturance (unless you want a very confused character, of course). Finally, the degree to which you are motivated can possibly be determined by the Matrix, Ambition.

1-5%AchievementTo overcome obstacles and succeed; to become the best
6-10%AcquisitionTo obtain possessions/wealth
11-15%BalanceTo bring all things into harmony and equilibrium
16-20%ChaosTo disrupt, rebel, and to cause confusion and discord
21-25%CreationTo build or make new, such as art, culture, invention, design,etc.
26-30%DestructionTo annihilate, exterminate, unmake, and bring to ruin
31-35%DiscoveryTo explore, uncover mysteries, and pioneer
36-40%EducationTo provide information, teach, enlighten, or train
41-45%EnslavementTo force others into servitude
46-50%HedonismTo enjoy all things sensuous
51-55%LiberationTo free the self and/or others from perceived captivity or enslavement
56-60%Nobility/HonorTo exalt ideals such as generosity, honesty, bravery, and courtliness
61-65%NurturanceTo protect the helpless, heal the sick, feed the hungry, etc.
66-70%OrderTo arrange, organize, and reduce chaos
71-75%PlayTo have fun, to enjoy life
76-80%PowerTo control and lead others
81-85%RecognitionTo gain approval, social status, or fame
86-90%ServiceTo follow a person, government, order, religion, etc.
91-95%TormentTo inflict pain and suffering, on others and/or the self
96-100%UnderstandingTo seek knowledge or wisdom (spiritual, scientific, magical,etc)

Personality Matrices

These are traits that define what your character is like. They help determine how he might behave in given situations, how he thinks about the world, and what his general emotional demeanor is like. They do not have to played as hard and fast rules. Rather, they are for developing rules of thumb.

Attitude

Your basic disposition

1-4%Rigid/uptightHumorless, very tense, a buzzkill, neurotic
5-19%Tense/seriousAnxious, worried, practical, annoyed by humor or needless fun
20-80%Temperate/composedCan be serious or mirthful depending on the situation
81-95%Easy-going/funRelaxed for the most part, enjoys a good laugh
96-100%Carefree/mirthfulCompletely without worry or anxiety, loves a good time

Confidence

This measures your belief in yourself, especially regarding challenges, conflict, and abilities, regardless of reality

1-4%Very unconfidentI can't do anything right... I always fail.
5-19%UnconfidentMy chances aren't very good, but maybe I'll get lucky.
20-80%Depends on situationI'm pretty realistic about my chances, depending on the situation.
81-95%ConfidentI've got a good shot at succeeding at almost anything I try.
96-100%Over-confidentI'm incredible... I can't fail.

Warmth

Your general, baseline feelings about others. For more complexity, this can be divided by race or species.

1-4%I love othersOthers being are absolutely wonderful and should consider me their friend.
5-19%I like othersI enjoy my fellow creatures and think well of them.
20-80%I'm neutral about othersSome are good and some are bad... I have to wait and see before I judge.
81-95%I dislike othersI don't care for other people... it takes a lot for me to like someone.
96-100%I hate othersOther people are terrible and I can't stand them.

Extroversion

How you feel about social situations.

1-4%ShyI am very anxious around other people.
5-19%ReservedI don't talk much or try to stand out.
20-80%AverageWhen I get comfortable (or drink a few ales) I can be outgoing.
81-95%OutgoingI really enjoy social situations.
96-100%FearlessI'm a total ham and will do anything for attention.

Boldness

How you respond to conflict, especially physical combat. It can also refer to social, non-combative conflict.

1-4%CowardlyI avoid direct conflict at all costs.
5-19%TimidI don't mind fighting with a large friend in front of me.
20-80%Reasonably carefulI don't like fighting, but I will if I have to.
81-95%CourageousI enjoy battle and it takes a lot to scare me off.
96-100%RecklessI will fight anything, anywhere, anytime.

Ambition

A measure of your drive to get ahead, depending on your general life goals.

1-4%NoneI don't want to socially advance or have any responsibility to anyone at all.
5-19%LowSuccess isn't very important to me, but I'll take it if it's given to me.
20-80%FairI want to succeed, and I'll work for it (but not too hard).
81-95%HighSuccess is a priority for me, and I'll work hard for it.
96-100%ExtremeI will literally do anything to succeed and I'll never give up until I get what I want.

Empathy

The ability to see things from another's point of view, and how easily you are affected by them.

1-4%NoneI only care about myself and really don't care what happens to anyone else.
5-19%LowIt takes a lot for someone to affect me and I don't think about it much
20-80%ModerateI think about others about as much as myself, and I am affected by them.
81-95%HighI think about others a lot and what happens to them affects me strongly.
96-100%ExtremeI care about others to the point of being self-sacrificing.

Outlook

Your expectations of the future.

1-4%HopelessNothing works out the way I want so nothing is worth trying.
5-19%PessimisticThings don't look good, but miracles can happen, I suppose.
20-80%NeutralI'm not too worried... sometimes things work out, sometimes they don't.
81-95%OptimisticI'm pretty sure everything will be okay.
96-100%SanguineNothing can go wrong... it's all going to turn out great.

Vigilance

The degree to which you believe the world is safe.

1-4%Very TrustingI am very safe... nothing bad is going to happen to me.
5-19%TrustingI'm pretty safe, although there is an off chance that something bad might happen.
20-80%NeutralI am neither inherently safe nor in danger... I just have to be careful.
81-95%SuspiciousThe world is a dangerous place, so I'm usually on guard.
96-100%ParanoidI am in constant danger... nothing (and no one) is to be trusted.

Conscientiousness

How much you are influenced by rules of ethics and feelings of guilt/shame if they are broken. This trait can refer to many aspects—such as discipline, orderliness, cleanliness, honesty, duty, and justness—as you see fit.

1-4%NoneThere are no rules but my own... no guilt, no shame, period.
5-19%LowI might play by the rules to avoid trouble or earn reward, although I do have limits.
20-80%ModerateI usually do right, although I can be tempted.
81-95%HighI really want to do what's right, and I feel terrible if I screw up.
96-100%ExtremeRules of law and order must be obeyed at all cost. I punish myself severely if I slip.

Emotional Stability & Disposition

This indicator describes the character's general mood or temperament. Naturally everyone has a full range of emotions, but this is the one your character lives with on a day to day level. There is the option to pick more than one... the more you choose, the more unpredictable and unstable he will be, since there are so many emotions fighting for dominance. Keep in mind that how he reacts emotionally to different situations strongly depends on the results of the Personality Matrices.

Stability

This section is recommended only if you want to play a very complex character. However, if you do play stability, it can make for some interesting role-playing choices.

1-4%Fragile/extremeI am very sensitive emotionally and can react hysterically.
5-19%Somewhat unstable/strongI feel things strongly, and it doesn't take much to affect me.
20-80%Even-temperedI have emotionally moderate, but there are things that will trigger me.
81-95%Steady/reservedI don't feel many emotions and I'm usually calm when I do.
96-100%Very stable/weakI don't react emotionally at all since I don't really have any.

Disposition

The top row lists the four fundamental humanoid emotions, and it is easiest to choose from this list. You can also try to rank them if you want an extra dimension. If you wish to add even more complexity, you can choose one or more of the other emotions listed.

1-25%Anger26-50%Happiness51-75%Sadness76-100%Fear
1-10%Bitterness1-10%Awe1-10%Bleakness1-10%Anxiety
11-20%Disgust11-20%Bliss11-20%Dejection11-20%Apprehensiveness
21-30%Hate21-30%Compassion21-30%Depression21-30%Despair
31-40%Hostility31-40%Desire31-40%Envy31-40%Doubt
41-50%Indignation41-50%Exaltation41-50%Guilt41-50%Dread
51-60%Jealousy51-60%Hope51-60%Melancholy51-60%Foreboding
61-70%Malevolence61-70%Joy61-70%Mournful61-70%Insecurity
71-80%Rage71-80%Love71-80%Regret71-80%Panic
81-90%Resentment81-90%Mirth81-90%Shame81-90%Terror
91-100%Spite91-100%Pride91-100%Wretchedness91-100%Worry

Secondary Traits

These are aspects of a character that might be relevant and fun to play, but don't necessarily determine the character's underlying personality. Most campaigns don't offer many opportunities to role-play at this level, but a few nights in a village (or any other social situation) can make for some interesting character choices.

Sexuality

Heterosexual
Homosexual
Bisexual

Adventurous
Asexual
Brazen
Celibate
Chaste
Courtesan
Dirty
Exotic
Fickle
Flirtatious

Frigid
Inhibited
Innocent
Kinky
Lascivious
Lecherous
Lewd
Lustful
Modest
Obscene

Perverted
Promiscuous
Rakish
Romantic
Seductive
Sensual
Shameless
Shy
Teaser
Uptight

Religion/Morality

Atheist
Agnostic
Devout

Apostle
Blasphemous
Brainwashing
Congregational
Converter
Cult member
Disciple
Devoted
Deity-fearing
Dogmatic
Faithful
Fanatical
Fringe
Fundamentalist

Heretical
Holy
Inclusive
Initiator
Intolerant
Irreverent
Judgmental
Missionary
Monk (non-class)
Occultist
Open-minded Orthodox
Peaceful
Pilgrim
Pious

Preachy
Priest/ess
Prophet
Sacrificial
Savior
Self-righteous
Skeptic
Virtuous
Warlike
Wicked
Worshipful
Zealous

Orderliness

Careless
Clean
Dirty
Efficient
Erratic
Focused
Forgetful
Frivolous

Haphazard Industrious
Irresponsible
Lazy
Messy
Meticulous
Ordered
Organized
Practical Predictable

Procrastinator
Punctual
Reliable
Responsible
Slipshod
Tidy

Politics

Below is a list of basic forms of government that your character can support, identify with, aspire to, or combat. These are modern terms, and don't necessarily exist in the world the character lives in. However, the general understanding and corresponding attitudes can make for good adventuring when things get political.

AnarchySociety is based on voluntary cooperation and free association of individuals and groups, without any central form of government.
AutocracyAbsolute power is held by a single individual; also called a Dictatorship.
Republic/DemocracyLaws are based on a constitution and passed by representatives elected by some or all citizens.
FascismEngages in severe economic and social regimentation, and espouses nationalism and sometimes racism.
FeudalismA system by which the holding of estates in land is made dependent upon an obligation to render military service to the kind or feudal superior.
MonarchyPower is mostly or entirely held by a monarch, and usually passed down by inheritance.
Aristocracy/OligarchyPower is held by a privileged few— based on values such as in rank, fortune, or intellect.
PlutocracyPower is based on wealth.
SocialismSome or all resources and wealth are controlled by the state and shared amongst citizens equally.
TheocracyLaws are either identical with or strongly influenced by the principals of the majority religion.
DespotismLacking written words or laws, rule is through force of personality — whose effect decreases rapidly with distance from the capital.
City-StateA sovereign state consisting of an independent city and its surrounding territory.

Tertiary Traits

Quirks & Habits

This small list represents strange and habitual behaviors that a character might do. You can come up with new quirks by making interesting combinations of personality traits (e.g. someone who is shy and untrusting of others might mumble a lot, or a character with lots of ambition but is socially passive might have a compulsion to eavesdrop).

Compulsive Lying
Sleepwalking
Talking in sleep
Insomnia
Facial tics
Accident-prone
Stuttering
Over-protectiveness
Animal hater
Correcting others
Inappropriate laughing
Exhibitionism
Blunt honesty
Poor hygiene
Fingernail biting
Eavesdropping
Daydreaming

Whistling
Name dropping
Self-inflict pain/injury
Mumbling
Needless apologizing
Bragging (truthful or not)
Constant grooming
Nose picking
Hair pulling
Foot tapping
Beard stroking
Lip biting/licking
Rattling coins
Coin flipping
Chewing (i.e. sticks, small bones)
Cracking knuckles
Excessive lewdness or obscenity

Pipe-smoking
Collects odd things
Avid game player
Dancing
Playing music (pipes, flute, etc.)
Superstitious (omens, luck, etc.)
Belching
Singing
Wild exaggeration
Snacking (nuts, seeds, etc.)
Spouting poetry
Humming
Walking backwards
Teeth sucking
Sleeping in odd places
Excessively touching others
Substance use (non-addicted)

Hobbies & Enjoyments

Here are some things that your character likes to do in his spare time. Again, you don't always get a lot of opportunities to play this stuff, but you never know when you might get the chance. There might be some overlap with Habits... there are shades of gray that's up to you to interpret and play. This list also does not include certain pastimes that might be enjoyed by evil characters, such as torturing cats or poisoning villagers. I'll leave those to your own sick imagination.

Acrobatics
Acting
Alchemy
Astrology
Attending music
Attending theatre
Board games (i.e. chess)
Boating/Sailing
Brewing
Calligraphy
Card games
Carving (bone, antler, etc)
Combat competition
Cooking
Dancing
Dicing
Drinking

Embroidery
Falconry
Fishing
Fortune-telling
Gambling
Gardening
Glassmaking
Horse racing
Horse riding
Hunting
Invention
Jewelry making
Jousting
Juggling
Metalwork
Painting
Philosophizing

Practical Jokes
Reading
Research
Riddles
Sewing
Smoking
Sports (Wrestling, racing, etc)
Storytelling
Study (history, lore, etc)
Swimming
Hosting parties
Trading
Viewing art
Weaving
Woodworking
Writing

Mental & Emotional Disorders

These are common (modern) human mental/emotional disorders. It seems unlikely that most players would want their character to have a debilitating problem, although it could certainly make for interesting play. This option might be better suited to NPCs, giving the GM something other than flat characters to play. This list can also be used by the GM as ideas for hideous curses or divine punishment. This list is by no means complete and gives only cursory (and non-expert) descriptions.

1-4%Addiction
(This is just a brief list. Anything can become an addiction as long as there is a destructive need to engage in it.)
1-10%Alcohol
11-20%Food
21-30%Gambling
31-40%Money
41-50%Mood-altering substances
51-60%Power
61-70%Risk-taking
71-80%Sex
81-90%Violence
91-100%Work
5-8%AmnesiaMemory gaps usually related to traumatic events which are too extreme to be accounted for by normal forgetting.
9-12%AnxietyRestlessness; being on edge; easily fatigued; difficulty concentrating or mind going blank; irritability; sleep disturbance
13-16%Bipolar DisorderErratic swings from periods of mania to severe depression.
17-20%Borderline Personality DisorderRecurrent suicidal behavior, gestures, or threats, or self-mutilating behavior; emotional instability; transient, stress-related paranoid delusions.
21-24%DementiaImpaired memory, intellect, abstract thinking, and judgment; usually accompanied by a severe personality change.
25-28%Dependent Personality DisorderGoes to excessive lengths to obtain nurturance and support from others; needs reassurance from others and for them to assume responsibility for most major areas of life; difficulty expressing disagreement; unrealistically preoccupied with fears of being left to take care of him or herself.
29-32%Depersonalization DisorderFeelings of unreality, that your body does not belong to you, or that you are constantly in a dreamlike state.
33-36%DepressionImpaired physical functions (e.g., sleep, appetite); loss of interest and pleasure; low energy & motivation; possibly accompanied by severe pessimism, hopelessness, guilt, and suicidal thoughts/intent.
37-40%FugueAbrupt travel away from home, an inability to remember important aspects of one's life, and the partial or complete adoption of a new identity.
41-44%Histrionic Personality DisorderMust be center of attention; sexually seductive or provocative behavior; shows self-dramatization, theatricality, and exaggerated expression of emotion; suggestible, i.e., easily influenced by others or circumstances; considers relationships to be more intimate than they actually are.
45-48%HypochondriaPreoccupation with fears of having a serious disease or physical problem based on little or no real evidence.
49-52%KleptomaniaAn overpowering compulsion to steal.
53-56%ManiaInflated self-esteem or grandiosity; decreased need for sleep; talkative; racing thoughts; distractibility; increase in goal-directed activity; excessive involvement in pleasurable activities that have a high potential for painful consequences.
57-60%MasochismPowerful need to be humiliated, beaten, bound, or made to suffer in some way.
61-64%Multiple PersonalitiesExistence of more than one distinct identity or personality within the same individual. The identities will "take control" of the person at different times, with important information about the other identities out of conscious awareness.
65-68%NarcissismGrandiose sense of self-importance; preoccupied with fantasies of unlimited success, power, brilliance, beauty, or ideal love; believes that he or she is "special" and unique and can only be understood by, or should associate with, other special or high-status people; requires excessive admiration; has a sense of entitlement; takes advantage of others; lacks empathy; arrogant, haughty behavior.
69-72%NymphomaniaPowerful compulsion to engage in sexual behavior with others (does not include forcefulness, i.e. likelihood of rape).
73-76%Obsessive-Compulsive DisorderExistence of both regular compulsions (overwhelming need to engage in a ritualized behavior) and obsessions (persistent, often irrational, and seemingly uncontrollable thoughts).
77-80%Panic attacksPounding heart; sweating; shaking; shortness of breath and choking; feeling dizzy or faint; feelings of unreality or being detached from oneself; fear of losing control or going crazy; fear of dying.
81-84%ParanoiaSuspects, without basis, that others are exploiting, harming, or deceiving him; preoccupied with unjustified doubts about the loyalty or trustworthiness of friends; reads hidden threatening meanings into benign remarks or events; persistently bears grudges, i.e., is unforgiving of insults, injuries, or slights.
85-88%Phobia
Extreme anxiety and fear associated with an object or situation.

(This is only a tiny list of common phobias. Anything can be a phobia, such as cats, crowds, illness, smiles, the sun, travel, storms, fog, loud noises, elves, or string.)

1-10%Darkness
11-20%Death
21-30%Enclosed spaces
31-40%Fire
41-50%Heights
51-60%Magic
61-70%Monsters (general or specific)
71-80%Open spaces
81-90%Water
91-100%Weapons (general or specific)
89-92%PyromaniaObsession with fire, or an overpowering compulsion to set fires.
93-96%SadismPowerful need to cause the humiliation or physical suffering of others.
97-100%SchizophreniaPossible symptoms: delusions (e.g. savior complex or assigning unusual significance or meaning to normal events); hallucinations (usually auditory); disorganized speech; grossly disorganized or catatonic behavior; paranoia.

Background

Professions & Crafts

Here is a list of possible professions and crafts your character might know. This is for reference purposes, to give depth to background family members, to fill out a town, or to apply to the Profession or Craft skill. To know the difference, if it is something your character makes, then it is likely a craft (such as Calligrapher); otherwise it is a profession (such as a Lumberjack). My viewpoint is to define a profession as something the character has done for a living or has been trained with this in mind. As an example, someone can know the craft of brewing ale, but might not have the training to engage in the profession of being a Brewer.

Most player characters are adventurers of one sort or another by profession. Giving up a home life to go around trudging through ancient dungeons and fighting dangerous creatures is a full time job (and takes a certain kind of unusual personality). So, as a rule of thumb, most characters will have gotten training in their profession well before they hit the adventuring trail. In such a case, there's a lot to consider: what level did they achieve (apprentice, journeyman, and master)? Where did they train, and who did they work with? Being a journeyman requires a contract with a master—did your character break it to go adventuring? Was he part of a professional guild (or is he still)? Did he own a business? What drove him to leave the profession? Was his profession a family business? How successful was he in business?

Some professions can make for interesting adventuring motivations. Is your character a scrivener or natural philosopher, adventuring to get material to write a book or publish an essay? Is he a spy under the guise of a hapless sorcerer? How about a storyteller who makes a living going from town to town? There are many possibilities, and this list is far from complete.

Actor Jeweler
ApothecaryChemist, druggist, pharmacistJoinerCabinet or furniture maker
Arbiter Judge
Architect Lady in WaitingNoble woman who waits upon higher nobility
Archivist Landlord
Armorer Leather worker
Assassin LimnerPaints signs and heraldic devices
Astrologer Locksmith
BailiffServes writs and makes arrestsLumberjack
Baker Maidservant
Banker Manservant
Barber MarblerWorker in marble or stone
Barkeep Mariner
BarristerLawyerMasonBuilder in stone
Beekeeper Mendicant
BellifounderBell makerMercerDealer in textile fabrics
Blacksmith Merchant
BonderOne who keeps slavesMessenger
Bookbinder MetalworkerSilver, gold, bronze, iron, etc.
Bookkeeper MidshipmanOfficer in training
Bookseller Midwife
BowyerBow makerMiller
BreederDogs, cats, horses, donkeys, etc.Miner
Brewer Minstrel
BrewingMaker of ales, beers, or meadsMoneylender
Butcher Musician
Butler Navigator
Calligrapher PageNoble child in service to another noble
Candlemaker Painter
Carpenter Papermaker
CartographerMap or chart makerParchment maker
Cartwright PerformerJuggler, tumbler, acrobat, fire-eater, etc.
Clerk Perfumer
Clockmaker PhilosopherLaw, ethics, or the natural sciences
Coachman Physicist
CobblerShoe makerPlaywright
Coiner Poet
Composer Politician
ConfectionerMaker of candiesPotterMakes pottery
Cook ProstituteCan be noble, religious, or criminal
CooperBarrel makerPuppeteer
CoperA horse dealerQuarrierOne who cuts stone from natural deposits
Coppersmith QuartermasterMilitary provisioner
Costumer RancherHorses, cattle, or other livestock
Courier Recruiter
CryptographerWrites and breaks codesScribe
Dairyman ScrivenerWriter, author
Dancer ScullionOne who cleans in the kitchen
Dentist Sculptor
DraperDeals in cloth, clothing and dry goodsSeamstress
Dressmaker Shepherd
DyerDyes cloth into various colorsShips Captain
Embroiderer ShipwrightOne who makes ships and boats
Emissary Slaver
EngineerDesigns public works, like bridgesSoap maker
Engraver SoldierRank and file or officer class
Executioner Songwriter
FalconerTrainer of hawks for gamingSoothsayerA fortune-teller
Farmer SpinnerOne who spins into wool
FerrierHorseshoe-makerSpy
First mate Stableman
Fisherman StewardServant that oversees the running of a household
FishmongerA dealer in cheap and imitation goodsStoryteller
Fletcher Tailor
Florist TannerTans animal skins to make leather
ForesterManages forestlandTaxidermist
FurrierDealer in furs; trapperTeacher
Gem cutter Teamster
Glassblower ThatcherOne who thatches roofs
GroomHorse keeperTinkerA maker in small devices for common use
Groundskeeper ToolmakerA smith who makes metal tools
HarrierTrainer of hunting houndsTorturer
HatterMaker and repairer of hatsToymaker
HawkerSells goods by yelling in the streetTracker
HeadmasterHead of a schoolTrader
HealerWith or without magicTrainer
Herald Trapper
HerbalistFor healing or hurtingTreasurer
Herder Undertaker
Historian VintnerWine maker
HoyerAnimal driverWainwrightMaker and repairer of wagons
IcemanKeeper of the ice houseWatchman
Importer Weaponsmith
Innkeeper Weaver
Interpreter Wheelwright
Jester Woodcarver

The Background Story

There are of course no hard and fast rules about background development. Much can depend on the world the GM presents, and any limitations she might impose. However, to help you get started, here is a list of background elements that can really flesh out your character. Of course you aren't required to address every issue here, but it is recommended that you flesh out these two—the adventuring trigger and your character quests. These are things that tend to come up while playing and it's good to have a unique story.

Birthplace

Name, location, size, geography, weather, chief industry, local nobility, general character, what it was like to grow up there. Born away from a population center?

Family

Father, mother, siblings, other relatives in your household growing up. What did they do to earn a living? Any unusual problems, deaths or illnesses? Were there any family myths or legends? Were you raised by someone other than your biological parents? Do you know anything about your extended family and your relationship with them? Do you have a spouse or any children of your own?

Socio-economic class

Compared to average, how wealthy was your family? What kind of influence did it have? What social class did it inhabit? What kind of connections to power centers did it have? Did this change over time, and if so why?

Other important individuals while growing up

Any strangers come through town that gave you an unusual gift? Did a fortune teller predict something strange and unlikely? Was there a nearby hermit that taught you about herbs? Any local clergy to influence your religion? Did the landlord throw your family into the street?

Traditions

Were there any interesting traditions or holidays in your family or hometown worth mentioning?

Teachers/Patrons

What kind of education did you have, if any? Did you ever have any mentors or patrons before adventuring? Did you have anyone train you in a skill, craft, or profession? Were you ever part of a guild or order?

Friends

Did you form any close friendships while growing up or in early adulthood? Is there anyone out there that you can really trust or look to for help?

Reputation

What was your reputation, either while growing up or as a young adult? What do you think people thought of you?

Significant past events

Anything, even something small, can change you significantly. Were you ever really sick or injured? Did a family member die? Were you ever betrayed? Did you find a Ring of Invisibility buried in the woods? Did something happen that showed an unusual talent? Did you do anything interesting, like travel with a performing troupe, join the military, serve the local nobility, or jump a trading ship for a year? Did you ever commit any crimes, or be falsely accused of one? Were you ever active in a church, religion, cult, or secret order? Did you every fall in love or have a serious relationship? Were you ever dirt poor or filthy rich for a brief time? You can always look at your personality traits and come up with reasons why you're that way (an example: your Primary Motivator is Liberation because you were sold into slavery until you managed to kill your owner in the night, swearing that you would forever help free anyone in bondage). The possibilities are endless.

Mysteries

Mysteries are great opportunities for role-playing and help keep your character interesting. They also can provide the GM with ideas for sub-plots or even whole adventures. I advise against the amnesia hook unless you can come up with a really good story to support it. Some good mysteries could be: who murdered my best friend? Who is my mother? I had a strange vision when I was ten—what did it mean? Why do I keep having recurring nightmares about a flaming sword? Why did I wake up one morning with this strange mark on my chest? Why does the full moon fill me with dread? What did that cryptic prophesy given by an oracle mean? Why did the king grant 100 acres of land to my father 20 years ago without an explanation? Every now and then I think I see strange creatures out of the corner of my eye—what are they?

Conflicts

Conflicts are often between individuals, but they can also be between groups and institutions (such as another village, church, guild, school, family, or the law). You can add other details, like if you are mainly out to get them, or they you, or if the antagonism is mutual. If you choose to have a pre-existing or on-going conflict, create the circumstances surrounding it—why does the conflict exist? Why can't it be worked out? How do you think it will end? What are the emotions surrounding it—hate, jealousy, vengefulness, grief, bitterness, regret, fear?

* What triggered adventuring?

Even if you don't answer many other questions about your background, this is a good one to know. How did you happen to take up a sword, bow, or spell book and go looking for trouble? Was it a conscious decision or did circumstances compel you? If you left home, what set you off? Are you looking for something, or trying to accomplish anything (see Quests), or was it wanderlust, or seeking fame and fortune? If you are a fighter, you must have some minimal training with a sword—where did you get it and how did you learn to use it (friend, a job, parent, military)? Or if you have a knack for picking pockets, how did you learn the ropes? If you are a cleric, did you get "the call" from a deity, or were you indoctrinated into a religion? Why are you the class you are?

Initial possessions

Do you own anything other than what you are wearing and what's in your backpack? Do you have a family home, or own land (in many "fantasy&" settings, most people don't own land, but rather are allowed to live on it in exchange for produce given to a local lord. Ask your GM about this)?

Bound duties

Are there any outstanding obligations or oaths that you need to fulfill? Any unusual debts? Is anyone looking for you for deserting service or a contract?

* Quests

Like the adventure trigger, this is the other background area that should be known for a well-played character. If you have filled out a good portion of the other background areas, then it is likely your quests are already known. However, you can always add to this one as you continue to adventure. You can also have short and long term quests. Also, think in terms of clearly defined goals—to become rich and powerful is a motivation, not a quest. Here are some basic ideas: revenge, solve a mystery, end a conflict, fulfill an oath, depose a monarch, find someone or something that was lost, discover a mythical place, expose a criminal, find a way to remove the family curse, or provide a suitable person as a physical vehicle for your deity. Again, the possibilities are endless.