Your Identity represents a set of mechanical Perks and narrative elements which will define who your Character is at the start of their Story.
You may choose to define your Identity at any point during the making of your Character.
Follow the below Steps, adding the information described to your Identity Card
Name and Pronouns
Here we decide how Players should refer to your Character.
Choose a Name for you Character. We recommend choosing one which is memorable, easy to pronounce and says something about your Character.
Add your Characters Titles, if any (e.g. Mr, Ms, Mrs, Doctor, Queen, Duke, Reverand etc)
Choose your Character’s Pronouns (he/him, she/her, they/them etc)
You may wish to choose your Name and Pronouns last, as you may feel inspired by other elements of your Identity.
Aspects
An Aspect represents a single narratively significant element of your Character’s Identity.
When a Player expends a Momentum to reroll a d20 used on a Check, they must explain how an Aspect of their Identity justifies the use of that Momentum Point.
All Player Characters must choose 3 Aspects from the below list of 100 Aspects.
Directly Opposed Aspects may be found by adding or subtracting 50 from their number. Generally you should avoid having two Aspects which are Directly Opposed to each other.
For Example, Serious and Silly are Opposing Aspects, and are 96 and 46 respectively.
Randomly Determining Aspects
Players who wish to choose Aspects randomly may roll percentile dice to choose them (a dice with 0-9 and 00-90). A “1 + 00” on the dice is a 1, and 0 + 00 is a 100.
For Example, a player might roll an 8 and a 00 on a pair of percentile dice. This would correspond to Aspect number 8: Attractive.
Repeat this process 5 times and choose 3 of the resulting Aspects. Reroll any repeated results and avoid including pairs of Antonyms.
For example, a Player may roll 5 sets of percentile dice and obtained the results 82, 71, 92, 67 and 32, corresponding to Traitorous, Reserved, Pragmatic, Simplistic and Loyal. Loyal and Traitorous are Opposed (82 = 32 + 50), so a Player should avoid choosing both of those Aspects.
At the GM’s discretion, a Player may use an Aspect not on this list. Generally Aspects should describe something about your Character’s personality or appearance, and it should be possible for an Aspect to be used both for or against your Character’s best interests.
Aspects
1-50 | Aspect | 51-100 | Aspect |
1 | Agreeable | 51 | Contrary |
2 | Ambitious | 52 | Content |
3 | Analytical | 53 | Instinctive |
4 | Anxious | 54 | Carefree |
5 | Arrogant | 55 | Humble |
6 | Artful | 56 | Awkward |
7 | Assertive | 57 | Submissive |
8 | Attractive | 58 | Ugly |
9 | Brave | 59 | Cowardly |
10 | Charming | 60 | Repulsive |
11 | Chaste | 61 | Amorous |
12 | Childish | 62 | Mature |
13 | Competitive | 63 | Relaxed |
14 | Consistent | 64 | Unpredictable |
15 | Daring | 65 | Cautious |
16 | Disorderly | 66 | Organized |
17 | Educated | 67 | Simplistic |
18 | Energetic | 68 | Lazy |
19 | Fiery | 69 | Cool |
20 | Flamboyant | 70 | Plain |
21 | Flirtatious | 71 | Reserved |
22 | Friendly | 72 | Hostile |
23 | Greedy | 73 | Generous |
24 | Honest | 74 | Deceitful |
25 | Honorable | 75 | Dishonorable |
26 | Hot-Headed | 76 | Calm |
27 | Impulsive | 77 | Patient |
28 | Independent | 78 | Co-operative |
29 | Innocent | 79 | Corrupt |
30 | Intimidating | 80 | Disarming |
31 | Kind | 81 | Harsh |
32 | Loyal | 82 | Traitorous |
33 | Methodical | 83 | Chaotic |
34 | Noble | 84 | Petty |
35 | Nurturing | 85 | Neglectful |
36 | Obedient | 86 | Rebellious |
37 | Passionate | 87 | Apathetic |
38 | Reckless | 88 | Careful |
39 | Refined | 89 | Down-to-Earth |
40 | Respectful | 90 | Sarcastic |
41 | Righteous | 91 | Unethical |
42 | Romantic | 92 | Pragmatic |
43 | Selfish | 93 | Selfless |
44 | Shallow | 94 | Thoughtful |
45 | Shy | 95 | Bold |
46 | Silly | 96 | Serious |
47 | Traditional | 97 | Innovative |
48 | Virtuous | 98 | Hedonistic |
49 | Whimsical | 99 | Sensible |
50 | Wise | 100 | Foolish |
Remember that a Character’s Aspects are not set in stone. The Story may cause them evolve and change. Consider changing an Aspect after a particularly significant story moment has occurred, such as after a significant victory, setback or betrayal. In extreme cases an Aspect may even be changed to an Opposing Antonym.
For example, a Character with the Kind Aspect (Aspect 31) might, after being betrayed by a Character who they trusted and deeply cared for, become Harsh (Aspect 81).
Motivation
A Motivation represents what drives your Character to act.
You Motivation not only helps to define what your Character cares about and pursues within a Story, but also represents a means for them to gain Experience beyond the way ascribed by the Fantasy you are playing (see the Experience Page for more).
Choose one of the below Motivations. You may roll a d20 to choose this Motivation at random.
Each Motivation will include your Motivations Title and a Question. The Title represents the goal of that Motivation. The Question represents a way in which your Character may work towards and goal. Additionally, if at the End of a Session you can answer “Yes” to the Question posed by your Motivation, you will gain 1 additional Experience Point.
Motivations
1-20 | Motivation | Question |
1 | Protection | “Did you protect others from coming to harm, or care for those who have been harmed in some way?” |
2 | Power | “Did you accrue more power or successfully solve a problem with violence, threat or brute force?” |
3 | Service | “Did you further the goals of a leader or organization you serve, or prove yourself a worthy representative of them?” |
4 | Exploration | “Did you go somewhere new or discover something new about a place you have already been to?” |
5 | Heroism | “Did you help someone by doing something especially reckless, brave or heroic?” |
6 | Ingenuity | “Did you create or discover something new, or use technology to solve a problem?” |
7 | Inspiration | “Did you inspire others to perform great thing, or use your creativity to solve a problem?” |
8 | Knowledge | “Did you learn something new about the world?” |
9 | Leadership | “Did you support others to achieve great things or have others recognized your position as a leader?” |
10 | Battle | “Did you engage in combat a worthy opponent, or otherwise use you training to solve a problem?” |
11 | Romance | “Did you support others in search of romance or pursue it yourself?” |
12 | Wealth | “Did you increase your own wealth or property?” |
13 | Justice | “Did you support others in gaining Justice, or serve Justice yourself?” |
14 | Family | “Did you support your own Family or act to support the Family of another?” (Family may be true or “found” Family) |
15 | Nurture | “Did you nurture or provide care for another Character?” |
16 | Mentor | “Did you teach a valuable lesson to someone, or did another Character use what you taught them?” |
17 | Faith | “Did you demonstrate your commitment to a deeply held belief, or teach others about that belief?” |
18 | Community | “Did you support or protect members of your community, or use their values to solve a problem?” |
19 | Vengeance | “Did you support others in exacting vengeance, or obtain vengeance for yourself?” |
20 | Mystery | “Did you uncover clues to a mystery, or discover a secret?” |
Bonds
Bonds represent how your Character feels towards a range of different parts of the world around them.
When a Player expends a Momentum to reroll a d20 used on a Check, they may use their Feelings towards a Bond to justify it.
A Bond consists of a Target and your Character’s Feelings towards that Target.
The Targets of a Bond can in theory be anything, but it might include:
- Important Characters or groups of Characters in your Character’s life, including family, friends or even villains!
- A Location which is important to your Character (such as a Birthplace, where they live, or a place they wish to go to or discover)
- A significant Event in your Character’s life
- Your Character’s Fears or deepest Desires
- A Mantra or creed they live by.
Your Feelings towards a Bond meanwhile are described by a range of different adjectives or emotions you attribute to that Bond.
When describing your feelings towards a Bond you need not only describe them in terms of positive or negative terms. Many Bonds are complex in nature and include both positive and negative Feelings.
The Strength of a Bond is determined by how many Feelings are attached to it. A Weak Bond (such as that formed from a first impression) would have 1 Feeling attached to it, while a Strong Bond (such as that from a long enduring relationship) would have 3 Feelings attached to it. The maximum number of Feelings you may attach to a Bond is 3, and the Minimum is 1.
Make 3 Bonds, plus 1 additional bond for each of the other Player Characters.
You may decide how many Feelings to attach to each of these Bonds.
Bonds and Feelings are recorded using Bond Cards, allowing you to include the name of the Target, a description of it (i.e. the specific nature of the relationship), and your Feelings.
Example Bonds and Feelings are presented below, as well as methods for randomly determining them.
Randomly Determining Bonds
You may use the below tables to generate Bonds and Feelings randomly. Roll 1 d20 to determine the Target and roll between 1 and 3 d20s to determine the Feelings which you have for that Target. You may reroll a Feeling if it feels at odds with the type of Target which has been chosen.
Note that numbers 1-10 include Characters only, and Players wishing to choose a Character randomly may roll a d10 instead of a d20 to choose Characters only.
To determine the Strength of a Bond randomly, roll a d4 and treat a result of 4 as a 3. This represents how many Feelings you have for that Target.
Like with Aspects, Opposing Feelings are separated by 10, however you may choose contradictory Feelings. You may also choose Targets or Feelings which are not represented on these Tables without the need to consult your GM.
You may also use the below examples to randomly determine your relationship to another Player Character. Roll a d10 to define how the Characters relate to each other and a 1d4 to determine the Strength of the Bond (assume the Strength of the Bond is equal for both Players).
For Example, two Players wanting to randomly determine the relationship between their Characters may roll a d10 and a d4. If they rolled a 3, the relationship would be that of a “Mentor/Student”, therefore one Player should take on the role of a Mentor, while the other would be their Student. The Strength of the Bond might be a 2, in which case they would each randomly determine 2 Feelings for each other. The Mentor might roll an 11 and a 7, for “Familiarity” and “Dedicated”, while the Student might roll a 14 and a 6 for Disrespect and Fear!
Next each Player should roll a number of d20s equal to the Strength of the Bond to determine their Feelings for each other. Note that these Feelings need not be aligned with each other!
Example Targets and Feelings for Bonds
1-10 | Targets (Characters) | 11-20 | Targets (Other) |
1 | Stranger | 11 | Event |
2 | Family Member | 12 | Object |
3 | Mentor/Student | 13 | Creature |
4 | Community | 14 | Phobia |
5 | Leader/Subordinate | 15 | Location |
6 | Celebrity/Fan | 16 | Organization |
7 | Rival | 17 | Oath |
8 | Colleague | 18 | Faith |
9 | Friend | 19 | Legend |
10 | Romance Partner | 20 | Deity |
1-10 | Feelings | 11-20 | Feelings |
1 | Curiosity | 11 | Familiarity |
2 | Anger | 12 | Gratitude |
3 | Shame | 13 | Pride |
4 | Respect | 14 | Disrespect |
5 | Trust | 15 | Distrust |
6 | Fear | 16 | Safety |
7 | Dedicated | 17 | Rebellious |
8 | Attraction | 18 | Repulsed |
9 | Admiration | 19 | Disdain |
10 | Love | 20 | Hate |
Developing Bonds
At any time you feel a significant connection between your Character and an element of the Story they are participating in, you may declare that you would like to form a new Bond. Additionally, when an event would cause your Feelings towards a Bond to change, you may add or Change one or more of the Feelings attached to it.
Bonds which have not been called upon or interacted with for a significant time meanwhile may have their Feelings reduced. If a Bonds Feelings are reduced to Zero, then they no longer represent a Bond to you.
We recommend having no more than 10 Bonds in total. If you exceed 10 Bonds, consider reducing the Feelings of Bonds which have been neglected.
Description
Being able to describe your Character clearly and simply is important to allowing them to better visualize them, their actions and how they communicate with others.
There are two sets of Descriptive Elements we encourage all Players to consider, the Character’s Appearance and their Voice. In addition to these, we provide guidance to Players who also wish to include Descriptive Elements which may require additional thought and care (i.e. depictions of Disability).
You may already have a clear idea of these elements due to their Aspects, however you may also want consider giving them descriptive elements which is are conflict with their Aspects.
For Example, a Chaotic Character need not appear so. You could choose to portray that Aspect by having them appear Unkempt and Loudly Spoken, or you might choose for them to appear Well-Groomed and be Softly Spoken, belying their Chaotic nature.
Below are a set of example Appearance Elements for a Character’s Appearance. We recommend including 3 such elements for any Character, though you may choose more if you wish. These descriptive elements have no direct mechanical benefit on your Character.
These descriptive elements are intended as general descriptions which you may build upon, and may be applied to Characters of varying ethnicity, gender or, in the case of some Stories, species.
To determine these Randomly, roll 5 d20s and choose 3 of the Results. Reroll any duplicated results. Opposing Appearance Elements are separated by 10. Avoid choosing Opposing Appearance Elements.
Make a note of these descriptive elements on your Identity Card.
Example Appearance Elements
1-10 | Appearance Element | 11-20 | Appearance Element |
1 | Tall | 11 | Short |
2 | Thin | 12 | Round |
3 | Unkempt | 13 | Well-Groomed |
4 | Distinctive | 14 | Plain-Faced |
5 | Young | 15 | Mature |
6 | Kindly | 16 | Fierce |
7 | Freckled | 17 | Flawless |
8 | Darker-Skinned | 18 | Paler-Skinned |
9 | Fashionable | 19 | Plain-Dressed |
10 | Expressive | 20 | Passive |
In addition to your appearance, you may wish to consider your Character’s voice. Remember that there is no need to try to portray this voice yourself, as you may choose to describe that they speak in that manner rather than attempt to do so yourself. However it can be fun to try!
Below are a set of example Voice Elements for a Character’s Voice. We recommend including 3 such elements for any Character, though you may choose more if you wish. These descriptive elements have no direct mechanical benefit on your Character.
To determine these Randomly, roll 3 d12s and choose 2 of the Results. Reroll any duplicated results. Opposing Voice Elements are separated by 5. Avoid choosing Opposing Voice Elements.
For Players who wish to act out their Character’s Voice but avoid more challenging Voice Elements, we recommend rolling d10s instead of d12s when randomly determining their Voice Elements.
Make a note of these descriptive elements on your Identity Card.
Example Voice Elements
1-6 | Voice Element | 6-11 | Voice Element |
1 | High-Pitch | 6 | Low-Pitch |
2 | Soft Spoken | 8 | Loudly Spoken |
3 | Fast | 9 | Slow |
4 | Monotone | 10 | Sing-Song |
5 | Plain-Spoken | 11 | Eloquent |
6 | Posh Accent | 12 | Regional or Foreign Accent |
Guidance for Descriptive Elements requiring Sensitivity
Players are encouraged to depict a broad range of Characters, including and especially those who are frequently omitted from Fiction.
However, some Descriptive Elements should be handled with care due to the potential to cause unintended offence. This may be especially true for Players when portraying Sensitive Descriptive Elements which they lack sufficient understanding of and as a consequence of which may
We encourage Players to consider including the below Descriptive Elements as part of their Characters, however when doing so they should speak with the Group as a whole first to ensure there is a shared understanding of how these elements should be portrayed and whether the Group as a whole is happy with their inclusion.
As with other Descriptive Elements, mechanical effects are not attributed to Sensitive Descriptive Elements, and we recommend Groups should generally avoid applying mechanical effects when including these elements. If a Sensitive Descriptive Element would reasonably cause a mechanical effect the Group may wish to consider ways in which that Character has adapted to this, such that the mechanical effect might be ignored for the purposes of engaging in the Game’s mechanics.
For example, an Amputee lacking the use of a hand or arm, or their legs, might overcome the mechanical effects that might impose through the use of a prosthesis, through experience of using their other limbs to compensate, or through the use of walking aids or a wheelchair. Similarly, a Character with a Vision Impairment might through the use of their other senses (e.g. hearing and touch) or a keen mind (e.g. their memory or intuition) overcome the effects of that Impairment.
Because the needs and points of view towards this subject will vary by Group, this Game does not attempt to provide further guidance on how to use mechanical effects to reflect some of the below Descriptive Elements. For Groups who want such guidance we recommend looking for Tabletop Roleplay Gaming resources provided by supporters of inclusivity in the hobby.
Sensitive Descriptive Elements |
Neurodivergence and Mental Disabilities (e.g. Autism, ADHD, Addiction, Dyslexia, Severe Anxiety, Tourette’s Syndrome etc) |
Physical Disabilities (Vision and Hearing Impairments, Amputee, Paraplegia etc) |
Scars and Facial/Bodily Disfigurements |
Speech Impairments (e.g. Stutters, Mutism) |
Transgenderism, Gender Dysphoria and Intersex |
Long-Term and Progressive Illnesses (e.g. Chronic Fatigue, Diabetes, Parkinson’s Disease, Dementia, Cancer) |
Backstory
Once you and the other Players in your group have determined the above details of your Identity, you should as a Group determine the events which formed their Aspects, Motivations and Bonds, and how these arise naturally from the Story your Group want to tell.
We recommend establishing shared experiences between the Player Characters which may account for these elements of their Identity, as well as in some cases sharing Bonds (e.g. one Character may be a Friend to another Character’s Family Member). These connections are helpful for establishing that the Player Characters are part of a Shared Story, rather than separate Characters pursuing individual Stories.