ROLES
TACTICIAN
Architect of the Long War | Master of Resource Kinetics | Forecaster of Political Tides
You are the grand strategist, the mind that sees the entire campaign, not just the next battle. You don’t command soldiers; you command the flow of resources, information, and political will. Your theater of war is the calendar, the budget sheet, and the diplomatic cable, and you operate weeks or months ahead of everyone else.
In a world of complex, interconnected crises, you are the one who ensures long-term victory. You don’t just plan a single food drop; you design the multi-year logistical and agricultural doctrine that will make a region self-sufficient, accounting for political instability and climate change. You don’t just greenlight a mission; you analyze the resource kinetics and political fallout, deciding if it should even happen. When tackling systemic issues like poverty or climate change, your blueprints define the operational phases, risk tolerances, and success metrics for years to come. You are the vital check against short-sighted actions, ensuring that a “win” today doesn’t create a “loss” six months from now by destabilizing a region or exhausting critical assets.
This long-range perspective is isolating. You may be forced to sacrifice a short-term, emotionally resonant goal for a less visible, long-term strategic advantage. You will have to make cold calculations about resource viability that may doom a smaller project, and you bear the burden of knowing that your predictions, if wrong, could lead to systemic failure on a massive scale.
Skill Proficiencies
- Critical Thinking (T1)
- GM-Oriented Impact: When establishing a new operational doctrine, you can ask the GM to identify a critical, non-obvious risk or resource dependency across its multiple future phases.
- Player-Facing Impact: You can declare a specific operational doctrine as “active,” granting your team a shared mechanical benefit whenever they adhere to its specific protocols in a complex situation.
- Organization (SM1)
- GM-Oriented Impact: When planning a large-scale campaign, you can ask the GM to confirm the single greatest logistical bottleneck you will face in the next phase of the operation, weeks or months from now.
- Player-Facing Impact: By spending time on predictive planning, you can declare that a key resource or piece of equipment is already pre-positioned for the team, allowing them to bypass a major logistical hurdle.
- Transfer (T3)
- GM-Oriented Impact: When analyzing a new mission, you can ask the GM to reveal how the “resource kinetics” or “political viability” of a past mission are directly analogous to this new one, revealing a hidden opportunity or threat.
- Player-Facing Impact: You can declare a “lesson learned,” establishing a new procedural rule for the team based on a past event, which provides an automatic success on one future, related logistical check.
- Information Literacy (R1)
- GM-Oriented Impact: When interpreting a complex data set or intelligence report, you can ask the GM to reveal a single, subtle data point that predicts a major long-term political or logistical shift.
- Player-Facing Impact: You can declare you have identified a long-term risk, allowing you to create one “contingency fund” (of time, money, or resources) that can be spent later to auto-negate a related, unexpected complication.
Abilities
Campaign Blueprint
- GM-Oriented Impact: When you present your multi-stage blueprint, you can ask the GM to confirm the “critical path” objective—the one lynchpin action upon which the entire campaign’s success or failure rests.
- Skill Check: Organization (SM1) (Your justification is based on your ability to manage the complex, interlocking time and resource needs of the entire campaign) or Critical Thinking (T1) (Your justification is based on your analysis of all phases to determine the single most critical dependency).
- Player-Facing Impact: You can declare one pre-defined “Fallback Position” from your blueprint as active, allowing the team to automatically escape a failed operation to a pre-secured safe location with key assets intact.
- Skill Check: Information Literacy (R1) (Your justification is based on your research identifying secure locations and political risks) or Transfer (T3) (Your justification is based on applying lessons from past mission failures to create a viable escape route).
Predictive Forecasting
- GM-Oriented Impact: When analyzing intelligence, you can ask the GM for a specific, actionable prediction about an opponent’s long-term strategic move or a systemic failure (e.g., “The grain market will collapse in three weeks”).
- Skill Check: Information Literacy (R1) (Your justification is based on your ability to interpret complex, predictive models and diverse intelligence sources) or Critical Thinking (T1) (Your justification is based on your logical analysis of an opponent’s doctrine and resource kinetics to forecast their next logical move).
- Player-Facing Impact: You can declare a specific future event (e.g., a resource depletion, a political shift) as “forecasted,” allowing you to retroactively state that you already allocated resources or put a plan in motion to mitigate it, automatically resolving one major complication related to that event.
- Skill Check: Transfer (T3) (Your justification is based on your ability to apply past trends to forecast future events) or Organization (SM1) (Your justification is in your long-term management of resources, which allowed you to set aside this contingency).
Doctrine Development
- GM-Oriented Impact: When you establish a new mission protocol, you can ask the GM to confirm which specific future scenario or type of opponent this doctrine will be most effective or ineffective against.
- Skill Check: Critical Thinking (T1) (Your justification is based on your analysis of systemic risks to determine the parameters of the new doctrine) or Transfer (T3) (Your justification is based on applying principles from other contexts to create a scalable, repeatable procedure).
- Player-Facing Impact: You can declare a Standard Operating Procedure (SOP) as active. The next time the team encounters the situation that SOP was designed for, they all gain a mechanical advantage on their first check as their shared protocol kicks in.
- Skill Check: Literacy (C2) (Your justification is based on your ability to write the doctrine in a clear, unambiguous, and effective manner for others to follow) or Interpersonal Communication (C1)(Your justification is based on your ability to effectively train and drill the team on these new, complex procedures).
Strategic Retreat
- GM-Oriented Impact: When a long-term campaign is failing, you can ask the GM to reveal the optimal “window” for disengagement that results in the least amount of political and logistical damage.
- Skill Check: Critical thinking (T1) (Your justification is based on your cold analysis of acceptable losses versus long-term mission failure) or Information Literacy (R1) (Your justification is based on interpreting real-time data to judge when political or logistical risks have become untenable).
- Player-Facing Impact: You can declare a “Staged Withdrawal.” This allows the team to disengage from a massive failure while automatically succeeding on one check to preserve a key asset, piece of intel, or ally that would have otherwise been lost.
- Skill Check: Organization (SM1) (Your justification is based on your management of the retreat’s complex, multi-phase logistics) or Reflective (SM3) (Your justification is based on your ability to step back and (re)consider the entire operation’s viability, making the hard but correct call).
Character Alignment
- Lawful Good (The Nation-Builder): You design long-term doctrines for post-conflict stabilization, focusing on sustainable resource kinetics and fair political infrastructure to create lasting peace for all.
- Neutral Good (The NGO Director): You run large-scale humanitarian operations, creating multi-year campaign blueprints to tackle systemic issues like famine or disease, navigating complex political landscapes to deliver aid.
- Chaotic Good (The Deep Ecologist): You devise long-range plans to disrupt and dismantle global systems you deem inherently destructive (e.g., fossil fuel infrastructure), forecasting the political and economic fallout to maximize impact.
- Lawful Neutral (The Central Banker): You are a high-level administrator. Your doctrines are designed to ensure the stability and logistical viability of a massive system (a government, a market) for its own sake, regardless of its morality.
- True Neutral (The Geopolitical Analyst): You are a “think tank” strategist. You forecast political and resource-based conflicts for any client, creating doctrines based on pure data and viability, not ideology.
- Chaotic Neutral (The Corporate Futurist): You are a high-priced consultant who develops predictive forecasts for volatile markets. You help corporations see “the next big thing” to exploit, regardless of its societal impact.
- Lawful Evil (The Imperial Architect): You work for a state, designing multi-decade campaign blueprints for political and economic domination, using resource kinetics to create dependencies and doctrines to ensure compliance.
- Neutral Evil (The War Profiteer): You are a high-level logistics broker for private military contractors. You forecast conflicts and resource shortages to position your assets, selling your campaign blueprints to the highest bidder.
- Chaotic Evil (The Doomsday Planner): You develop strategies for rogue states or apocalyptic cults, forecasting systemic weaknesses to design campaign blueprints that will deliberately trigger a global collapse.
Traits
Guiding Principle (d8)
- (The Grand Design) You believe that nothing should be left to chance; a plan exists for every eventuality.
- (The Long View) You operate on the principle that short-term gains are meaningless illusions; only the long-term outcome matters.
- (The System’s Primacy) You are convinced that the health and efficiency of the system are more important than any of its individual parts.
- (The Inevitable) You see the world as a flow of resources and political will, and you seek only to predict and channel its inevitable course.
- (The Checkmate) You are driven to prove that pure, predictive logic is the ultimate form of power.
- (The Foundation) You believe that a strong doctrine is the only thing that separates order from societal collapse.
- (The Kinetic) You believe all conflicts are, at their core, struggles over resources, and you plan accordingly.
- (The Legacy) You are motivated by the desire to create a strategy or doctrine that will outlive you.
2. Internal Conflict (d8)
- (The Cassandra Complex) You can predict long-term disasters, but you secretly fear you are powerless to make anyone believe you until it’s too late.
- (The Dehumanizer) You are so focused on the multi-year blueprint that you fear you are losing your ability to value the immediate, human cost in front of you.
- (The God Complex) You are terrified that your predictive models are wrong, and that a single miscalculation will lead to catastrophic, systemic failure.
- (The Obsessive Planner) You are addicted to control, and a sudden, unpredictable event sends you into a state of private panic.
- (The Unseen Hand) You design the plans but are never there for the execution, secretly fearing you lack the courage of those on the front lines.
- (The Analysis Paralysis) You are so aware of the long-term political and logistical risks that you are terrified of making a final decision.
- (The Manipulator’s Fear) You are an expert at predicting how people will behave, but you fear you are just a high-level manipulator, not a leader.
- (The Inevitable Flaw) Your greatest fear is that no matter how perfect your doctrine, there is always a simple, human element that will break it.
3. Personality Trait (d8)
- (The Long-Pausetaker) You often take long, unnerving pauses before answering, as you are running multi-step simulations in your head.
- (The Abstract) You are intensely focused and analytical, but often seem detached from your immediate physical surroundings.
- (The Risk-Averse) You are instinctively cautious and conservative, always pointing out the long-term logistical risks of any action.
- (The Data-Driven) You are dismissive of intuition or “gut feelings,” demanding hard data and evidence for any claim.
- (The Big-Picture) You are intellectually restless and easily bored by small talk or immediate, trivial problems.
- (The Calibrator) You are constantly, and often quietly, assessing resource levels, time, and political capital in any situation.
- (The Deliberate) You speak and move with a slow, deliberate economy of energy, disliking rushed actions.
- (The Unflappable) You project an aura of profound, almost cold, calm, as if you have already seen and planned for the current crisis.
4. Bond (d8)
- (The Doctrine) You are completely dedicated to a specific strategic doctrine you authored, and your goal is to prove its perfection.
- (The Institution) You are loyal to the long-term health and survival of the organization you serve (a state, a corporation, an NGO).
- (The Protégé) You are bonded to a single frontline operator, seeing them as the living test case for your theories.
- (The Rival) Your every move is part of a decade-long “game” against an opposing strategist whose mind you respect.
- (The Legacy Project) You are dedicated to completing a single, massive, multi-generational campaign (e.g., eradicating a disease, stabilizing a nation).
- (The Mentor) You are loyal to the memory of your first teacher, whose unfinished “grand strategy” you now seek to implement.
- (The Failed State) You are haunted by a single, catastrophic logistical or political failure in your past, and you work to prevent it from ever happening again.
- (The System) You are not loyal to people, but to the abstract concept of a perfectly stable and efficient logistical system.
5. Source of Comfort (d8)
- (The Simulation) You play complex, long-form simulation games (e.g., grand strategy, economic models).
- (The Archive) You find calm in reading dense, historical campaign analyses or economic reports.
- (The Timetable) You create intricate, multi-year schedules and plans for your own life, down to the hour.
- (The Observatory) You find peace in observing large, complex, slow-moving systems (e.g., astronomy, watching construction, ant farms).
- (The Manual) You meticulously read and organize technical manuals, logistical manifests, and bureaucratic rulebooks.
- (The Quiet Room) You find solace in sitting in a perfectly quiet, ordered room with no external stimuli.
- (The Mechanism) You meticulously maintain a complex, multi-part object (e.g., a clock, an engine, a model).
- (The Flowchart) You draft complex flowcharts and diagrams for theoretical problems to organize your mind.
6. Defining Quirk (d8)
- (The Calendar) You refer to all plans by their date or phase (e.g., “That is a Phase 3 problem,” “We are in the 2026 window”).
- (The Percentile) You constantly mutter probabilities and risk percentages under your breath.
- (The Resource Counter) You have an unconscious habit of counting and assessing resources in any room (e.g., “There are 12 chairs, 4 exits…”).
- (The Long Gaze) You often stare at a fixed point in the distance for minutes at a time while processing data.
- (The Delayed Reaction) Your emotional reaction to shocking events is often delayed by several minutes as you process the tactical implications first.
- (The Analogy) You explain all complex strategies using analogies from a single, obscure source (e.g., 19th-century railroad logistics, ecological succession).
- (The Note-Taker) You compulsively take notes and create diagrams in a small, organized notebook or on a data pad.
- (The Doomsday Clock) You have an almost supernatural awareness of time and frequently announce how many days or weeks remain until a predicted event.
NEGOTIATOR
Broker of Fragile Peace | Architect of the Formal Treaty | Voice of Calculated Reason
Role Description
You are the voice that bridges the chasm between warring factions. Your arena is the quiet, high-stakes room where treaties are signed, and the fate of nations is decided with a word. You wield leverage, language, and mutual respect as deftly as any soldier wields a weapon.
In a world collapsing under factional conflict and resource wars, you are the one who builds the off-ramps. You don’t win battles; you prevent them. You are the diplomat sent to broker a ceasefire, navigating the complex egos and historical grievances of two warlords. You are the envoy who drafts the formal resource-sharing treaty between two corporate states, ensuring the language has no loopholes. You manage the sensitive, one-on-one dialogue that re-establishes a broken supply line for critical medicines, saving a city while satisfying the demands of a hostile power. Your work is not about charm; it’s about the patient, brutal calculus of finding a path where all others see a dead end.
Your greatest strength is your reliance on logic and leverage, but this can become a critical weakness. You may struggle to find a solution when faced with an actor who is purely irrational or ideologically driven, as your tools lose their purchase. This focus on “the deal” may force you to make impossible compromises, such as sacrificing one group’s rights to secure a broader peace. You will carry the weight of knowing that the treaties you sign are only as strong as the paper they’re written on, and a single miscalculation in leverage could unravel everything you’ve built.
Skill Proficiencies
Interpersonal Communication (C1)
- GM-Oriented Impact: In a one-on-one dialogue, you can ask the GM to reveal the other party’s “true” (hidden) objection, which they are concealing behind their stated, formal demands.
- Player-Facing Impact: By explicitly invoking mutual respect or shared leverage, you can declare that you have “secured the table,” preventing an NPC from walking away from a negotiation, for at least one more round of dialogue.
Literacy (C2)
- GM-Oriented Impact: When reviewing a formal treaty or high-stakes agreement, you can ask the GM to point out one specific clause or turn of phrase that is a “semantic trap”—a loophole or ambiguity intended to be exploited later.
- Player-Facing Impact: When you draft a binding agreement, you can declare one key term as “ironclad.” This ensures that NPC signatories cannot, later in the narrative, misinterpret or break that specific part of the deal without facing severe, pre-defined consequences.
Collaborative Skills (S1)
- GM-Oriented Impact: When working to find common ground between two hostile factions, you can ask the GM to reveal one unexpected, non-obvious point of mutual self-interest that both parties share but have overlooked.
- Player-Facing Impact: You can declare that you are “bridging the gap,” allowing two hostile (but not openly warring) NPC allies to temporarily set aside their differences and agree to a single, short-term, mutually beneficial action you propose.
Emotional Management (SM2)
- GM-Oriented Impact: When an opponent in a negotiation makes a personal attack or tries to provoke you, you can ask the GM to reveal the specific emotional weakness or fear that is motivating theiroutburst.
- Player-Facing Impact: By maintaining your composure, you can declare that you are “absorbing the tension.” This allows you to nullify a single attempt by an NPC to intimidate, provoke, or emotionally rattle you, forcing them to return to a logical, fact-based discussion.
Abilities
1. Treaty Architect
- GM-Oriented Impact: When reviewing a complex agreement, you can ask the GM to identify the single most favorable and unfavorable term for your faction, allowing you to focus your efforts on the key points.
- Skill Check: Literacy (C2) (Your justification is based on your expertise in reading and interpreting the precise, often dense, legal and political language of formal documents) or Critical Thinking (T1) (Your justification is based on your logical analysis of the agreement’s long-term strategic implications).
- Player-Facing Impact: When you draft a new treaty, you can declare one clause as a “point of common ground.” This clause is so well-phrased and mutually beneficial that the other party automatically accepts it, creating a foundation of trust for the rest of the negotiation.
- Skill Check: Collaborative Skills (S1) (Your justification is based on your ability to find and articulate a genuine win-win scenario that appeals to all parties) or Interpersonal Communication (C1) (Your justification is based on your skill in framing the clause in a way that respects the other party’s needs and values).
2. Crisis Summit
- GM-Oriented Impact: As a mediator, you can ask the GM to reveal a specific “face-saving” compromise that a hostile leader needs in order to back down from a threat without appearing weak to their followers.
- Skill Check: Social (S1) (Your justification is based on your ability to work with and understand the group dynamics and internal political pressures the leader is facing) or Interpersonal Communication (C1) (Your justification is based on your skill in reading the leader’s personal subtext and ego needs).
- Player-Facing Impact: You can declare a “cooling-off period.” You successfully halt an escalating argument between two hostile parties, forcing a five-minute recess that resets the emotional tension and gives you a chance to speak to one party privately.
- Skill Check: Emotional Management (SM2) (Your justification is based on your ability to project unshakable calm and authority, deflating the room’s energy) or Reflective (SM3) (Your justification is based on your (re)consideration of the dialogue’s flow, allowing you to intervene at the most effective moment).
3. Concession Leverage
- GM-Oriented Impact: Before a negotiation begins, you can ask the GM to reveal one piece of political or material leverage your target possesses that you are currently unaware of.
- Skill Check: Information Literacy (R1) (Your justification is based on your pre-negotiation research into the other party’s assets and political standing) or Media Literacy (R2) (Your justification is based on your analysis of how the other party is presented in public reports, looking for clues to their hidden strengths).
- Player-Facing Impact: You can declare that you are “applying leverage.” You successfully introduce a known fact or asset into the discussion to secure a single, major trade-off, forcing the other party to concede on a critical point.
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical analysis of when and how to deploy your leverage for maximum effect) or Interpersonal Communication (C1) (Your justification is based on your skill in presenting the leverage as a “mutual consideration” rather than a crude threat).
4. Credibility Shield
- GM-Oriented Impact: When in a hostile environment, you can ask the GM which one neutral third party (a local leader, a journalist, an elder) holds the most sway and would be willing to grant you an audience based on your reputation.
- Skill Check: Information Literacy (R1) (Your justification is based on your ability to find and identify key figures of influence within a new factional dynamic) or Social (S1) (Your justification is based on your intuitive understanding of the social networks and hierarchies of power at play).
- Player-Facing Impact: You can declare that your “reputation precedes you.” This allows you to bypass one factional dispute or security checkpoint, gaining a neutral audience with a key decision-maker who would normally be hostile.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on your ability to formally and respectfully introduce yourself, invoking your history of fairness) or Media Literacy (R2) (Your justification is based on the other party having “read your file” or seen media reports that establish you as a fair, neutral arbiter).
Character Alignment
- Lawful Good (The Peacemaker): You broker treaties that protect human rights and ensure mutual prosperity. You believe in the power of formal, binding agreements to create a just and stable world for all parties.
- Neutral Good (The Mediator): You enter crisis zones to facilitate dialogue and de-escalate conflicts. Your goal is simply to stop the violence and get hostile parties to find common ground, regardless of their politics.
- Chaotic Good (The Hostage Negotiator): You operate outside of formal diplomatic channels, often breaking protocols to directly negotiate with warlords, terrorists, or rogue actors to secure the release of captives and protect lives.
- Lawful Neutral (The Diplomat): You are the consummate professional envoy of a specific power. Your goal is to execute your government’s mandate, managing relations and brokering treaties that are favorable to your nation, strictly by the book.
- True Neutral (The Arbitrator): You are a high-priced, independent broker. You facilitate deals between any two powers (corporate, criminal, or political) that need a neutral third party, focusing only on the terms of the agreement, not its moral implications.
- Chaotic Neutral (The Back-Room Dealer): You forge alliances and deals based on shifting loyalties and personal leverage. You dislike formal treaties, preferring “understandings” that you can adapt or abandon as the situation changes to benefit you.
- Lawful Evil (The Corporate Lawyer): You are a master of high-stakes corporate negotiations. You use your literacy and communication skills to draft ironclad contracts that legally and systematically strip weaker parties of their assets.
- Neutral Evil (The Double Agent): You act as a formal negotiator for one faction while secretly serving another. You use your position to broker “peace” deals that include hidden concessions or weaknesses that your true masters can exploit.
- Chaotic Evil (The Chaos Broker): You intentionally mediate peace summits only to engineer their collapse. You use your credibility to bring hostile parties together, then subtly stoke their paranoia and leverage their fears to ensure a spectacular and violent escalation.
Traits
1. Guiding Principle (d8)
- (The Deal) You believe that any conflict, no matter how heated, has a rational solution; a deal is always possible.
- (The Word) You believe that a formal, binding agreement is the highest form of trust and the only true foundation for peace.
- (The Balance) You hold that stability is the ultimate good, and your purpose is to find the equilibrium point between any two opposing forces.
- (The Win) You are driven by the principle that in any negotiation, your side must come out with a clear and definitive advantage.
- (The Bridge) You feel a deep-seated need to be the voice of reason in the room, believing that communication is the only thing that separates order from chaos.
- (The Lever) You believe that power, not goodwill, is what shapes the world, and you seek to understand and control the levers of power.
- (The Truth) You operate on the principle that all negotiations must be based on honesty and mutual respect, even with your enemies.
- (The Architect) You see yourself as an architect of relationships, and you are driven to build complex, lasting alliances.
2. Internal Conflict (d8)
- (The Empath’s Burden) You are exceptional at managing the emotions of others, but you secretly fear you are absorbing their trauma and losing yourself.
- (The Empty Suit) You project an aura of unshakeable calm and credibility, but you are terrified that you are a fraud with no real principles of your own.
- (The Human Cost) You are a master of leverage, but you are haunted by the “acceptable losses” you’ve negotiated away in past deals.
- (The Cynic’s Hope) You’ve seen that every treaty can be broken, and you secretly fear that your life’s work is ultimately pointless.
- (The Powerless) You are adept at one-on-one dialogue, but you are terrified of public speaking or dealing with the unpredictable chaos of a crowd.
- (The Unsolvable) Your greatest fear is encountering a conflict with no leverage point—a truly irrational actor you cannot reason with.
- (The Manipulator’s Guilt) You are so good at framing and leverage that you fear you are no better than a con artist, just with higher stakes.
- (The Broken Word) You are terrified of a situation where you are forced to break a promise or a treaty you personally guaranteed, shattering your credibility.
3. Personality Trait (d8)
- (The Unreadable) You are preternaturally calm and have a neutral, almost blank, expression by default.
- (The Active Listener) You are an intense listener, often remaining silent for long stretches, which makes others eager to fill the void.
- (The Formalist) You are precise and formal in your speech, disliking slang, ambiguity, or emotional language.
- (The Questioner) You rarely make statements, preferring to ask probing, specific questions to gather information.
- (The Patient) You are incredibly patient, willing to sit through hours of posturing or insults to reach your objective.
- (The Tactile) You have a habit of mirroring the body language of the person you are speaking with to build rapport.
- (The Note-Taker) You meticulously write down key phrases and terms during any conversation, often referring back to them.
- (The Eye-Contact) You maintain steady, unwavering eye contact that can be perceived as either deeply respectful or intensely intimidating.
4. Bond (d8)
- (The Faction) You are fiercely loyal to the nation, corporation, or group you represent at the negotiating table.
- (The Treaty) You are dedicated to upholding a specific, landmark treaty you helped create; you see it as your life’s work.
- (The Failed State) You are haunted by a past negotiation that failed and led to a catastrophic war, and you work to atone for it.
- (The Rival) You are bonded to an opposing negotiator whom you respect, and your career is a long-form duel with them.
- (The “Impossible” Peace) You are dedicated to brokering peace between two specific, “hopeless” factions (e.g., your two home nations).
- (The Mentor) You feel indebted to the senior diplomat who trained you and whose reputation for integrity you strive to protect.
- (The Principle) You are not loyal to a group, but to the abstract ideal of “The Deal”—the belief that a peaceful, brokered solution always exists.
- (The Victim) You are bonded to a specific community that was “negotiated away” in a past treaty, and you fight to ensure that never happens again.
5. Source of Comfort (d8)
- (The Ritual) You practice a precise, grounding ritual before any meeting (e.g., tying a complex knot, meditating, cleaning your glasses).
- (The Archive) You find solace in reading old, historic treaties, letters, and diplomatic cables.
- (The Game) You play games of pure, two-player logic with no luck involved (e.g., Chess, Go).
- (The Silence) You seek out absolute silence, finding it necessary to decompress from the pressure of constant dialogue.
- (The Law) You find calm in reading dense, complex legal texts or books of formal rules and procedures.
- (The Draft) You meticulously draft and redraft purely theoretical contracts and agreements for your own amusement.
- (The Calligraphy) You practice calligraphy or technical drafting, focusing on the precision of the lines.
- (The Briefing) You find calm in the methodical, repetitive process of preparing your negotiation briefs and research files.
6. Defining Quirk (d8)
- (The Collector) You collect a formal token from every negotiation you conclude (e.g., a pen, a business card, a teacup).
- (The Echo) You have a habit of repeating an opponent’s key phrase back to them verbatim before you respond.
- (The Watch-Checker) You meticulously time your responses, sometimes pausing to check your watch before answering a critical question.
- (The Hand-Talker) You use very precise, deliberate, and controlled hand gestures to add emphasis to your words.
- (The Third Person) You sometimes refer to your own faction or yourself in the third person (“The terms our faction finds acceptable are…”).
- (The Phrase-Maker) You are fond of using formal, archaic, or specific diplomatic phrases in everyday conversation.
- (The Water-Drinker) You take a slow, deliberate sip of water after any provocative statement to give yourself time to think.
- (The Fixed Point) You tend to focus on an inanimate object in the room (a painting, a clock) rather than the person you are speaking to when delivering a key point.
| CHARITRA | SENTINEL |
Guardian of the Frontline | Anchor in the Chaos | Shield Against the Inevitable
You are the vigilant shield, the one who stands between your team and harm. Your focus is not on the mission objective, but on the immediate, physical safety of the people around you. You are a master of reactive, protective intervention, using tactical positioning to be in the right place at the right, terrible time.
In a world of dynamic and dangerous crises, you are the critical element of survival. When your team is delivering medical aid during a riot, you are the one using tactical positioning and a calm presence to create a safe corridor. When a negotiation in a hostile zone collapses, you are the one who instinctively moves to cover the negotiator’s retreat. You are the frontline protector for researchers in unstable environments, the one who scans the crowd, spots the immediate threat, and intervenes before it can harm an ally. You don’t just offer protection; you are a living, breathing safe zone, allowing specialists to do their vital work—be it diplomacy, research, or aid—without fear for their immediate safety.
This constant, reactive vigilance comes at a cost. Your total focus on the immediate physical threat means you may overlook the larger strategic picture, the political trap, or the long-term consequence of your actions. You are a shield, not a sword, and you may find yourself protecting a person or an objective you do not morally agree with. Your greatest dilemma will be the moment you cannot protect everyone at once, forcing you to make an instinctive, impossible choice about whose safety matters most.
Skill Proficiencies
Collaborative Skills (S1)
- GM-Oriented Impact: When moving to protect an ally, you can ask the GM to reveal the most effective “tactical position” near them that covers multiple angles of attack.
- Player-Facing Impact: You can declare that you are “shadowing” an ally, allowing you to use your movement or action to intercept one physical (melee or ranged) attack aimed at them, as you have worked to anticipate their movements.
Emotional Management (SM2)
- GM-Oriented Impact: When a chaotic or dangerous event (like an explosion or ambush) occurs, you can ask the GM to reveal the one immediate threat that is most critical, allowing you to focus your reaction.
- Player-Facing Impact: You can declare that you are “locked in.” You automatically pass one check to resist the effects of fear, panic, or a sudden, unexpected shock, allowing you to act while others are frozen.
Reflective Skills (SM3)
- GM-Oriented Impact: After a dangerous encounter, you can ask the GM to reveal a specific flaw in your tactical positioning or intervention that, if corrected, will provide a future advantage.
- Player-Facing Impact: By (re)considering a recent engagement, you can declare one “procedural improvement.” The next time you are in a similar protective situation, you gain a mechanical bonus to your initiative or first action.
Transfer (T3)
- GM-Oriented Impact: When entering a new and unfamiliar dangerous environment, you can ask the GM how your past protective experience in a different chaotic setting (e.g., a riot vs. a natural disaster) reveals a non-obvious point of danger here.
- Player-Facing Impact: You can declare that you are applying your “protective instincts” from one context to another, allowing you to use a skill in an unconventional way for defense (e.g., using a driving skill to position a vehicle as cover).
Abilities
1. Tactical Interception
- GM-Oriented Impact: When an enemy attacks, you can ask the GM to reveal if they have a “follow-up” or “secondary” target, allowing you to analyze the flow of danger and position yourself correctly.
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical analysis of the immediate combat flow and enemy prioritization) or Information Literacy (R1) (Your justification is based on your ability to find and interpret patterns in an opponent’s fighting style).
- Player-Facing Impact: You can declare an “Intercept.” You immediately move to block an incoming threat, taking the full effect of one attack or hazard that was aimed at a vulnerable teammate within your immediate vicinity.
- Skill Check: Affective (SM2) (Your justification is based on your ability to manage your fear and instinctively react to danger faster than others) or Collaborative Skills (S1) (Your justification is based on your frontline work and positioning in relation to your ally).
2. Guardian Shield
- GM-Oriented Impact: When an ally is in a vulnerable position, you can ask the GM to identify the single best piece of environmental cover (a wall, a vehicle, debris) you can move them to or utilize for their defense.
- Skill Check: Critical Thinking (T1) (Your justification is based on your rapid tactical analysis of the immediate environment’s defensive properties) or Transfer (T3) (Your justification is based on your ability to apply lessons of cover and concealment from other chaotic environments).
- Player-Facing Impact: You can declare a “Defensive Action.” You use your action to provide covering fire, brace an ally, or use your own body as a shield, granting that specific ally a significant mechanical bonus to their defense until your next turn.
- Skill Check: Organization (SM1) (Your justification is based on your ability to manage your time and actions effectively to provide sustained cover) or Collaborative Skills (S1) (Your justification is based on your ability to work closely with your ally, anticipating their needs).
3. Physical Deterrence
- GM-Oriented Impact: When you enter a chaotic but not yet violent situation, you can ask the GM which individual in the crowd is the most likely “instigator” of opportunistic aggression.
- Skill Check: Social (S1) (Your justification is based on your ability to read the group’s body language and identify the disruptive element) or Critical Thinking (T1) (Your justification is based on your logical analysis of the crowd’s “danger points” and leadership).
- Player-Facing Impact: You can declare a “Show of Resolve.” By using your commanding physical presence, professional equipment, or trained stance, you automatically de-escalate one individual or small group, forcing them to back down from an act of aggression.
- Skill Check: Affective (SM2) (Your justification is based on your ability to project an aura of unshakeable, professional calm that is intimidating) or Interpersonal Communication (C1) (Your justification is based on your use of clear, non-verbal cues and authoritative “barrier language” to establish a line).
4. Rapid Extraction
- GM-Oriented Impact: When an ally is injured or compromised, you can ask the GM to reveal the safest and quickest “extraction route” out of the immediate danger zone to a point of relative safety.
- Skill Check: Critical Thinking (T1) (Your justification is based on your ability to analyze the chaotic environment and find a path of least resistance) or Transfer (T3) (Your justification is based on your experience in applying extraction techniques learned in one hostile environment to another).
- Player-Facing Impact: You can declare a “Rescue.” You use your action and movement to safely move an injured or compromised ally, succeeding on one check to move them without causing further harm or failing due to their weight or hostile conditions.
- Skill Check: Affective (SM2) (Your justification is based on your ability to manage the extreme stress of an extraction under fire) or Organization (SM1) (Your justification is based on your ability to efficiently manage the task of moving an unwieldy person in a dangerous environment).
Character Alignment
- Lawful Good (The Peacekeeper): You are part of a formal security detail for a humanitarian mission, believing in the rules of engagement. You protect doctors and aid workers, using minimal force to maintain order and protect all life.
- Neutral Good (The Bodyguard): You are a dedicated protector, often for an NGO leader or a whistleblower. Your loyalty is to the person and their mission of positive change, and you will protect them against any threat.
- Chaotic Good (The Community Defender): You are a self-appointed guardian of a vulnerable community, protecting protest lines or neighborhoods from outside aggression. You operate on a personal moral code to shield the innocent.
- Lawful Neutral (The Secret Service Agent): You are a consummate professional, bound by protocols. You protect a designated official or asset, regardless of their politics or your personal feelings. The mission of protection is all that matters.
- True Neutral (The Bouncer): You are a “problem-solver” for hire. Your job is to maintain localized order, prevent harm, and extract clients from chaotic situations, all for a paycheck. You are loyal to the contract, not the cause.
- Chaotic Neutral (The Mercenary): You are a soldier of fortune who sells your protective skills to the highest bidder. You excel at rapid extractions and thrive in chaos, but your only true loyalty is to yourself and your teammates.
- Lawful Evil (The Praetorian): You are the elite personal guard for a corrupt CEO or political tyrant. You use your skills to protect them from the consequences of their actions, maintaining their power by ensuring their physical safety.
- Neutral Evil (The Enforcer): You are the muscle for a criminal organization. You protect high-value assets (like a drug shipment or a crime boss), and you use brutal physical deterrence to maintain order and eliminate threats to your employer’s operation.
- Chaotic Evil (The Blood Guard): You are the fanatical protector of a cult leader or warlord. You find joy in the chaos and gladly intercept threats, seeing martyrdom in service of your destructive leader as the ultimate purpose.
Traits
1. Guiding Principle (d8)
- (The Shield) You believe your first and only duty is to ensure the physical safety of the person next to you.
- (The Anchor) You operate on the principle that in true chaos, one person’s calm presence can prevent disaster.
- (The Line) You are driven by the need to hold the line, to be the immovable object that stops a threat.
- (The Flock) You feel a deep, almost instinctual, responsibility for the well-being of your specific “flock” or team.
- (The Witness) You believe that your purpose is to ensure that those doing important work get to live another day to see it through.
- (The Professional) You hold that protective service is the highest form of professionalism, demanding total focus and detachment.
- (The Debt) You are motivated by a past failure to protect someone, and you have sworn it will never happen again.
- (The Wall) You believe that words and plans are meaningless if not backed by the physical strength to defend them.
2. Internal Conflict (d8)
- (The Failure) You are terrified of the “one second” you might look away, the single moment of distraction that will get someone hurt.
- (The Adrenaline Junkie) You claim to protect others, but you secretly fear you are just addicted to the rush of danger and chaos.
- (The Body, Not Mind) You are an expert at physical intervention, but you feel inadequate or “dumb” compared to the specialists you protect.
- (The Juggernaut) You are so focused on intercepting threats that you have a secret fear of hurting an innocent bystander in your haste.
- (The Unworthy) You are haunted by the fact that you, the protector, always survive, while the “more important” people you guard sometimes don’t.
- (The Hesitation) You project an image of rapid instinct, but you are secretly terrified that you will one day freeze at the critical moment.
- (The “Whom?”) Your greatest fear is the “trolley problem”—the moment you are forced to choose who to save when two allies are in danger at once.
- (The Reckless) You have a deep-seated urge to throw yourself in front of danger, and you fear it’s less about protection and more about self-destruction.
3. Personality Trait (d8)
- (The Watcher) You are constantly, almost restlessly, scanning your environment—exits, windows, new faces.
- (The Quiet) You are a person of few words, preferring to listen and observe.
- (The Rock) You have a profoundly calm and steady physical presence that others find reassuring.
- (The Interposer) You have a physical habit of placing yourself between your allies and any newcomer or potential threat.
- (The “On”) You are always “on duty,” appearing tense or hyper-alert even in safe environments.
- (The Practical) You are deeply practical, always focused on the immediate, tangible facts of a situation (e.g., “Door is blocked,” “He has a weapon”).
- (The Breather) You have a habit of taking slow, deep, deliberate breaths to manage your state in tense situations.
- (The Attentive) You are intensely attentive to the physical needs of your team (e.g., “You should drink water,” “Your pack is unbuckled”).
4. Bond (d8)
- (The Principal) You are fiercely, perhaps fanatically, loyal to the one specific person you have been tasked to protect.
- (The Team) Your loyalty is not to one person, but to the entire immediate unit; you are their “den mother” or “sheepdog.”
- (The Oath) You are bound by a formal oath you swore to an organization (a military, an agency, a corporation).
- (The Survivor’s Guilt) You are bonded to the memory of the last person you failed to protect.
- (The Family) You are protecting your team so you can get back to your own family, who are your true motivation.
- (The “Post”) You are not loyal to people, but to the location or objective you are assigned to guard (e.g., an embassy, a refugee camp).
- (The Partner) You are bonded to one other teammate, and your protective instincts are focused entirely on them.
- (The Vow) You are bound by a personal vow to a loved one that you would always be the protector, never the victim.
5. Source of Comfort (d8)
- (The Drill) You find calm in the repetitive, mindless cleaning and maintenance of your protective gear (your vest, your weapon, your boots).
- (The Routine) You meticulously follow a simple, rigid daily exercise or stretching routine, no matter where you are.
- (The Solitude) You seek out quiet, empty spaces where you can finally stop scanning the crowd and be alone.
- (The Map) You find comfort in studying maps and blueprints of your next location, planning sightlines and escape routes.
- (The “White Noise”) You listen to static, ambient sounds, or simple, repetitive music to block out the sensory overload of the day.
- (The Manual) You read and re-read field manuals, safety protocols, and after-action reports.
- (The System) You find peace in observing a stable, predictable system (e.g., watching a clock, observing traffic from a safe distance).
- (The Report) You meticulously write down “after-action reports” for yourself, even for minor incidents, to process what happened.
6. Defining Quirk (d8)
- (The Door-Checker) You always have to be the one to check the locks or secure a room.
- (The Back-to-the-Wall) You are visibly uncomfortable if you are forced to sit with your back to an exit or an open room.
- (The “Heads-Up”) You are constantly, and often physically, pointing out minor hazards to your team (“Watch your step,” “Low ceiling”).
- (The Hand-Check) You have a habit of constantly tapping or checking your own gear to ensure it’s in place.
- (The “Perimeter”) You tend to walk the “perimeter” of any space you are in, whether it’s a small room or a large camp.
- (The Human Shield) You have an unconscious habit of “blading” your body (turning sideways) to present a smaller target, even in casual conversation.
- (The Muted) You speak in a low, measured tone, even when under extreme stress.
- (The Touchpoint) You use short, grounding physical gestures (a hand on the shoulder, a light tap on the arm) to guide and reassure your teammates.
| CHARITRA | SHADOW |
Master of the Unseen Path
Wearer of a Thousand Faces
Whisper in the Corridors of Power
Role Description
You are a ghost, a living secret, a master of infiltration and deception. You do not exist. You move through the cracks of the world, assuming whatever face and identity the mission requires. Your goal is to acquire, extract, or expose, all without engaging in the clumsiness of direct conflict.
In a world of systemic problems hidden behind layers of corporate and political security, you are the only one who can get the truth. You are the “new employee” who infiltrates a corrupt corporation to leak the documents proving it is committing environmental crimes. You are the “fellow prisoner” who maps the inside of a black site to plan an extraction. You acquire the “hidden truths” and leverage that no one else can, posing as a technician to plant a bug, a journalist to gain trust, or a guard to walk right past the defenses. You provide the irrefutable proof, the “smoking gun,” that can bring down empires from within, all without anyone ever knowing your name.
This life of constant deception extracts a heavy toll. You live in total isolation, as true connections are a liability. You may be forced to betray the trust of people who, in your cover identity, have become your friends. The greatest danger is not the guards, but that one day you will look in the mirror and no longer recognize the face staring back, having lost your true self beneath the stack of masks.
Skill Proficiencies
Information Literacy (R1)
- GM-Oriented Impact: While infiltrating a secure area, you can ask the GM to reveal the single most valuable piece of sensitive data (a password, a key, a hidden ledger) in your immediate vicinity.
- Player-Facing Impact: You can declare that you have judged the information correctly, allowing you to automatically identify one “false” piece of data (a decoy, a trap) from a larger set of acquired intelligence.
Creative Thinking (T2)
- GM-Oriented Impact: When planning a covert action, you can ask the GM to reveal a novel and high-risk infiltration route (e.g., “via the unsecured dumbwaiter,” “during the chaotic shift change”) that bypasses primary security.
- Player-Facing Impact: You can declare that you are creating a novel distraction, allowing you or a nearby ally to automatically succeed on one stealth or deception check as all immediate attention is diverted elsewhere.
Interpersonal Communication (C1)
- GM-Oriented Impact: While maintaining a false identity, you can ask the GM to reveal the specific emotional trigger or topic of conversation (e.g., “complaining about their boss”) that will make a target trust you and lower their guard.
- Player-Facing Impact: By perfectly exchanging deceptive messages, you can declare that you have “fooled the system,” allowing you to pass one verbal or digital security check (like a passphrase or identity verification) without a roll.
Organization (SM1)
- GM-Oriented Impact: When planning a complex infiltration, you can ask the GM to confirm the exact timing of the greatest security lapse (e.g., a specific guard’s patrol gap, a system’s nightly reboot) that provides your window.
- Player-Facing Impact: You can declare that your covert plan is perfectly timed, allowing you to automatically negate one unforeseen complication (like a random patrol or a mis-timed lock) because you had already factored that possibility into your schedule.
Abilities
1. Stealth Expert
- GM-Oriented Impact: When observing a secured or monitored area, you can ask the GM to reveal the single biggest blind spot in the surveillance system or a specific patrol route.
- Skill Check: Information Literacy (R1) (Your justification is based on your ability to find and interpret security logs, blueprints, or patrol routines) or Critical Thinking (T1) (Your justification is based on your logical analysis of the security layout to deduce its inherent flaw).
- Player-Facing Impact: You can declare that you are “moving like a ghost,” allowing you to automatically pass one stealth check to bypass a single guard, security camera, or sensor in a crowded or monitored area.
- Skill Check: Creative Thinking (T2) (Your justification is based on your novel use of shadows, cover, and environmental timing) or Transfer (T3) (Your justification is based on applying movement techniques learned in one secure environment to this new one).
2. Disguise Mastery
- GM-Oriented Impact: When interacting with someone while in disguise, you can ask the GM for a specific, obscure fact (a piece of inside jargon, a shared memory) that will instantly solidify your false identity as authentic to them.
- Skill Check: Information Literacy (R1) (Your justification is based on your meticulous background research on the identity you are assuming) or Interpersonal Communication (C1) (Your justification is based on your skill at subtly fishing for this information in real-time without them noticing).
- Player-Facing Impact: You can declare your disguise is “deep cover.” You automatically pass one check to blend into a hostile organization or sensitive environment, gaining access to a restricted area that your cover would not normally have.
- Skill Check: Creative Thinking (T2) (Your justification is based on the flawless, novel crafting of your backstory, costume, and mannerisms) or Social (S1) (Your justification is based on your intuitive understanding and mimicry of the organization’s unique social customs and hierarchy).
3. Silent Extraction
- GM-Oriented Impact: When planning to retrieve an asset (person or object), you can ask the GM to identify the optimal exfiltration route that has the least surveillance and resistance, even if it’s not the most obvious one.
- Skill Check: Organization (SM1) (Your justification is based on your meticulous management of the operation’s timing, route, and contingencies) or Critical Thinking (T1) (Your justification is based on your logical analysis of all possible routes to determine the one of least resistance).
- Player-Facing Impact: You can declare the extraction is “clean.” You automatically succeed on one check to remove an asset (a person, a hard drive, an object) from a secure location without triggering an alarm or alerting nearby guards.
- Skill Check: Affective (SM2) (Your justification is based on your ability to manage the extreme stress and precision of the extraction, remaining perfectly calm and silent) or Creative Thinking (T2) (Your justification is based on your use of a novel technique, like a decoy or a hidden pulley system, to get the asset out).
4. Hidden Truths
- GM-Oriented Impact: When you have infiltrated a target’s private space (office, server, quarters), you can ask the GM to reveal where the most compromising information is concealed (e.g., “in a hidden partition,” “in a locked desk drawer,” “disguised as a mundane file”).
- Skill Check: Information Literacy (R1) (Your justification is based on your expertise in finding, judging, and interpreting hidden data) or Reflective (SM3) (Your justification is based on (re)considering the target’s psychology to deduce where they, specifically, would hide their darkest secrets).
- Player-Facing Impact: You can declare you have “found the leverage.” Through infiltration and subterfuge, you uncover one explosive secret or piece of concealed knowledge that can be directly used to solve a major mission objective or compromise a key opponent.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on your use of deception to coerce or trick someone into revealing the truth) or Critical Thinking (T1) (Your justification is based on your analysis of disparate pieces of information to see the hidden, damning pattern).
Character Alignment
- Lawful Good (The Internal Affairs): You infiltrate corrupt government or police departments, assuming a false identity to gather the irrefutable internal evidence needed to expose them through legal channels.
- Neutral Good (The Whistleblower): You pose as an employee in an amoral corporation to acquire and leak documents on their human rights abuses or environmental crimes to the press, exposing the truth to the public.
- Chaotic Good (The Liberator): You move unseen through hostile territory, infiltrating black sites and compounds to extract political prisoners or refugees from the clutches of authoritarian regimes.
- Lawful Neutral (The Intelligence Agent): You are a “company” agent, dedicated to your nation’s intelligence service. You run covert operations, maintain false identities, and acquire state secrets, all in the name of national security.
- True Neutral (The Information Broker): You are a professional who acquires and sells secrets to the highest bidder. Your infiltration is for profit, not politics. You are loyal only to the contract and your own anonymity.
- Chaotic Neutral (The Corporate Spy): You are a freelance infiltrator who loves the challenge. You steal trade secrets, poach assets, and sabotage rivals for competing corporations, driven by the thrill and the paycheck.
- Lawful Evil (The Secret Police): You are an agent of an oppressive state. You infiltrate dissident groups and activist circles to identify their leaders, gather intel, and “disappear” them to maintain the regime’s iron grip.
- Neutral Evil (The Blackmailer): You are a master of acquiring “hidden truths,” not to expose them, but to use them as personal leverage. You infiltrate the lives of the powerful for the sole purpose of gaining control over them.
- Chaotic Evil (The Saboteur): You infiltrate secure facilities (hospitals, power grids, data centers) with the sole purpose of causing catastrophic failure and chaos, often for no reason other than to watch the system burn.
Traits
1. Guiding Principle (d8)
- (The Secret) You believe that what is hidden holds the only real power in the world.
- (The Variable) You hold that “truth” is a tool, not a constant, and you can shape it to achieve any objective.
- (The Ghost) You are driven by the principle that the greatest victories are the ones where the enemy never knew you were there.
- (The Key) You believe every system, every person, has a single vulnerability that can be used to unlock it.
- (The Mask) You feel that identity is a tool, not a fact; you are, and have always been, whoever you need to be.
- (The Exposure) You are convinced that exposing secrets to the light is the only way to effect real, lasting change.
- (The Challenge) You are motivated by the thrill of bypassing the impossible and going where you are forbidden.
- (The Clean Solution) You believe that direct conflict is a clumsy failure; the only “clean” victory is a covert one.
2. Internal Conflict (d8)
- (The Reflection) You wear so many masks and tell so many lies that you are terrified you’ve forgotten your own true face.
- (The Betrayal) You are skilled at earning trust under a false identity, but you are haunted by the faces of the good people you’ve inevitably betrayed.
- (The Spotlight) You are a master of the shadows, but you are deeply afraid of being the center of attention or being publicly exposed.
- (The Paranoia) You are an expert at deception, which makes you incapable of truly trusting anyone else, even your own allies.
- (The Addiction) You live for the thrill of the infiltration, but you secretly fear you are a reckless adrenaline junkie, not a professional.
- (The Echo) You are so good at being unseen that your greatest fear is that you will simply disappear one day and no one will notice or care.
- (The Connection) You are terrified of forming a genuine bond with anyone, as it creates a vulnerability that an enemy could exploit.
- (The Trap) You are a master of infiltration and extraction, but your greatest fear is being cornered with no way out.
3. Personality Trait (d8)
- (The Chameleon) You have a knack for subconsciously mirroring the mannerisms and speech patterns of whoever you are with.
- (The Watcher) You are intensely quiet, preferring to watch and listen on the fringes of any social situation.
- (The Unremarkable) You are soft-spoken and have a deliberately unremarkable appearance, making you easy to overlook.
- (The Skeptic) You are naturally suspicious and instinctively question the motives and sincerity of everyone you meet.
- (The Light-Fingered) You have an “acquisitive” habit, often pocketing small, interesting objects without thinking.
- (The Performer) You have a flair for the dramatic, viewing your deceptions and disguises as “performances.”
- (The Detail-Oriented) You are meticulous and precise, noticing tiny details in your environment (like dust, or a key left on a desk) that others miss.
- (The Nocturnal) You are a natural “night owl” and feel most alert, comfortable, and energetic in the dark.
4. Bond (d8)
- (The “Real” Life) You have a “false” identity (a family, a job) that has become more real to you than your own, and you protect the people in that life.
- (The Handler) You are fiercely loyal to the one person who knows your true name and gives you your missions.
- (The Betrayed) You are bonded to a person or group that was destroyed by a secret, and you now fight to expose all of them.
- (The Asset) You are dedicated to the person you once “silently extracted” from a high-security zone; their life is now your responsibility.
- (The “Service”) You are loyal to the covert agency or “shadow” group you work for, believing in its ultimate, long-term goals.
- (The Rival) You have a deep bond with an opposing agent (a Sentinel, an Investigator) whom you constantly outwit in a game of cat-and-mouse.
- (The Secret) You are bonded to a single, explosive truth that you are protecting from the world until the right moment.
- (The “Mark”) You are haunted by one person you betrayed who genuinely trusted your false identity, and you seek to atone for it.
5. Source of Comfort (d8)
- (The Crowd) You find comfort in the total anonymity of a dense crowd, just being another unremarkable face.
- (The Safehouse) You find peace in a small, hidden, and spartan “safehouse” that is completely your own.
- (The Ritual) You enjoy the meticulous, transformative ritual of applying a complex disguise or costume, even when not on a mission.
- (The Puzzle) You find calm in solving complex, non-personal puzzles (e.g., locks, ciphers, logic games).
- (The “People-Watcher”) You relax by sitting in a public place and just observing people, inventing backstories for them.
- (The “Craft”) You meticulously practice the mechanics of your trade—sleight of hand, lockpicking, or card tricks.
- (The Void) You find true solace in complete, absolute darkness and silence.
- (The Code) You relax by reading encrypted messages or raw, unfiltered data streams.
6. Defining Quirk (d8)
- (The Fidget) You are always quietly fidgeting with a key, a lockpick, or a small, intricate object in your pocket.
- (The Mapper) You instinctively locate all exits, windows, and surveillance cameras upon entering any new room.
- (The Whisper) You have a habit of speaking at a very low volume, forcing others to lean in to hear you.
- (The Glance) You rarely hold eye contact for long, your eyes constantly darting to observe your surroundings.
- (The Alias) You are hesitant to use your real name, even with allies, and often use different aliases by default.
- (The Tread) You move with an unusually light and quiet footstep, even when you aren’t trying to be stealthy.
- (The “Tell”) You have a small, physical tic (e.g., a slight cough, a twitch of the ear) that only appears when you are lying.
- (The Pocket-Check) You are constantly checking your pockets, patting them down to ensure your hidden tools are still there.
| CHARITRA | INVESTIGATOR |
Here is the output for Role 05, based on the new data you have provided.
Role 05: The Investigator
Finder of Hidden Truths
Reconstructor of Shattered Events
Chronicler of the Unspoken Clue
Role Description
You are the mind that thrives on the puzzle, the one who arrives after the event. You don’t just see facts; you see the threads connecting them. Your purpose is to walk into the aftermath, sift through the physical and digital fragments, and build the complex truth that no one else can see.
In a world of disinformation and complex crimes, you are the instrument of clarity. When an environmental activist is “accidentally” killed, you use forensic insight to reconstruct the event and prove it was a corporate hit. You analyze fragmented intelligence reports to map the supply chain of a human trafficking ring, identifying the unseen “pattern” that links them. You are the one who debunks a state-sponsored disinformation campaign by accessing deep archives and cross-referencing data. Your ability to solve intricate mysteries isn’t just for catching criminals; it’s for exposing the systemic corruption, apathetic negligence, or hidden agendas that prevent progress on global goals. You give a voice to the evidence, proving what really happened.
Be warned, your relentless pursuit of the truth will make you a target for those who operate in the shadows. You may uncover truths so complex or so monstrous that they challenge your own worldview. Your greatest dilemma will be discovering a truth that, if revealed, could cause more harm than the original crime.
Skill Proficiencies
Information Literacy (R1)
- GM-Oriented Impact: When reviewing fragmented intelligence, you can ask the GM to reveal the onepiece of data (a file, a rumor, a name) that connects this mystery to a much larger one.
- Player-Facing Impact: You can declare that you’ve pieced together the intel, allowing you to correctly identify the next logical location to find a key clue, asset, or person of interest.
Critical Thinking (T1)
- GM-Oriented Impact: When analyzing a crime scene or piece of forensic data, you can ask the GM to reveal one specific clue that directly contradicts the “obvious” or “official” theory of the event.
- Player-Facing Impact: You can declare that you’ve reconstructed the event, allowing you to state one specific, narrative fact about the perpetrator (e.g., “they were left-handed,” “they knew the victim,” “they entered from the roof”) that is true.
Reflective Skills (SM3)
- GM-Oriented Impact: When you have hit a dead end, you can ask the GM to identify one initial hypothesis or assumption you’ve made that is fundamentally wrong, forcing you to reconsider the data.
- Player-Facing Impact: You can declare that you are re-evaluating the data collection, allowing you to re-examine one previously dismissed clue or location and automatically find a new, overlooked piece of evidence.
Literacy (C2)
- GM-Oriented Impact: When compiling your findings, you can ask the GM to identify which specific fact or turn of phrase will be most persuasive or damning to a particular, skeptical NPC audience.
- Player-Facing Impact: You can declare that your report is perfectly clear and logical, allowing you to present your complex findings to an NPC and automatically convince them of your reconstruction of events.
Abilities
1. Forensic Insight
- GM-Oriented Impact: At a scene of a recent event, you can ask the GM to reveal the most telling piece of forensic evidence that defines the perpetrator’s methods or emotional state.
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical analysis of the evidence and its physical placement) or Information Literacy (R1) (Your justification is based on your ability to find and interpret subtle, fragmented data that others would overlook).
- Player-Facing Impact: You can declare that you have reconstructed the sequence of events, allowing you to state the exact order of 3-5 key actions (e.g., “The window broke first, the shot came second“) that took place at the scene.
- Skill Check: Transfer (T3) (Your justification is based on applying principles of forensic science from past cases to this new one) or Reflective (SM3) (Your justification is based on (re)considering the scene from multiple angles to build an accurate model).
2. Lie Detector
- GM-Oriented Impact: During an interrogation or testimony, you can ask the GM to reveal the specific topic or question that makes the subject most uncomfortable or deceptive, even if they aren’t actively lying yet.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on your ability to read the subtle non-verbal cues and messages they are sending) or Affective (SM2) (Your justification is based on your ability to manage your own reactions and maintain an objective baseline to spot deviations).
- Player-Facing Impact: You can declare that you have spotted a narrative gap or inconsistency. This forces the subject to either confess their lie or invent a new, more elaborate one that will be easier to break.
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical analysis of their story, identifying its internal contradictions) or Literacy (C2) (Your justification is based on your understanding of language and how the subject is using it to conceal the truth).
3. Pattern Recognition
- GM-Oriented Impact: When reviewing multiple, fragmented pieces of data (e.g., reports, locations, victim profiles), you can ask the GM to reveal the single, hidden thread or “signature” that links them all.
- Skill Check: Information Literacy (R1) (Your justification is based on your ability to find and interpret patterns across vast, disparate data sets) or Critical Thinking (T1) (Your justification is based on your logical analysis of how these random-seeming elements must be connected).
- Player-Facing Impact: You can declare you have identified the coherent plan, allowing you to accurately predict the next target or location in the perpetrator’s hidden structure.
- Skill Check: Creative Thinking (T2) (Your justification is based on your ability to generate a novel perspective that reveals the unseen structure) or Transfer (T3) (Your justification is in applying a known behavioral pattern from a past case to this new, fragmented data).
4. Deep Research
- GM-Oriented Impact: When you hit a wall in your research, you can ask the GM to reveal the existence and name of a hidden, restricted, or complex archive (e.g., “the corporate tax shelter database,” “the sealed police misconduct file”) that holds the key.
- Skill Check: Information Literacy (R1) (Your justification is based on your expert knowledge of how data systems are structured, even the hidden ones) or Organization (SM1) (Your justification is based on your methodical, time-consuming search that eliminates all public options).
- Player-Facing Impact: You can declare you have found the critical knowledge. You successfully navigate one of these closed information networks to extract a single, context-defining document or piece of data that breaks the case open.
- Skill Check: Literacy (C2) (Your justification is based on your ability to use precise language and keywords to navigate complex archival systems) or Creative Thinking (T2) (Your justification is in your novel approach to data-mining, using unconventional search terms to find the file).
Character Alignment
- Lawful Good (The Internal Affairs): You rigorously investigate corruption and misconduct within your own organization, believing in the system’s absolute need for purity to be just.
- Neutral Good (The Cold Case Detective): You are driven to solve the mysteries that the system has given up on, seeking to reconstruct events to bring truth and closure to long-suffering victims and families.
- Chaotic Good (The Investigative Journalist): You use deep research and forensic analysis to uncover truths that powerful, oppressive entities want hidden, publishing your findings to expose them.
- Lawful Neutral (The Auditor): You are a meticulous investigator of compliance. You follow the data trail within a system, dispassionately uncovering any and all rule-breaking, regardless of the moral context.
- True Neutral (The Private Eye): You are a classic P.I. for hire. Your motive is the puzzle itself; you solve intricate mysteries for whoever pays your fee, and the truth is just the final product you deliver.
- Chaotic Neutral (The Conspiracy Theorist): You are obsessed with piecing together fragmented data to reveal a pattern, not necessarily the true one. You are loyal only to your own investigation, which you believe exposes the “real” hidden structure of the world.
- Lawful Evil (The “Fixer”): You are a high-priced investigator for the powerful. You expertly find the “hidden truths” and forensic “patterns” in a target’s life to be used as blackmail and leverage, all within the bounds of the law.
- Neutral Evil (The Framer): You are a corrupt investigator who uses your expertise in forensics to reconstruct events falsely, planting evidence and building a logical (but false) case to frame an innocent target.
- Chaotic Evil (The Puzzle-Maker): You are a serial arsonist or bomber who joins the investigation. You gain a thrill from creating an intricate mystery, planting fragmented clues, and “helping” the team reconstruct your own “perfect” crime.
Traits
1. Guiding Principle (d8)
- (The Puzzle) You believe every mystery has a logical solution, and you are compelled to find it.
- (The Unseen) You hold that what is not said, what is missing from the data, is more important than what is present.
- (The Objective Truth) You believe “The Truth” exists as a single, objective fact, and it must be uncovered at any cost.
- (The Connection) You are convinced that there is no such thing as a coincidence; all fragmented data is connected.
- (The Past) You believe the past is never dead, and it can be perfectly rebuilt and understood through the evidence it leaves behind.
- (The Method) You hold that a perfect, logical process of investigation is the only defense against chaos and deception.
- (The Exposure) You are driven by the principle that secrets are a poison, and the only antidote is to bring them to light.
- (The “Why”) You are not satisfied with knowing “what” happened; you are driven by the profound need to understand “why.”
2. Internal Conflict (d8)
- (The Rabbit Hole) You are terrified that your obsession with a case will cause you to lose your grip on your own life and relationships.
- (The “Last” Clue) You are an obsessive perfectionist, secretly fearing you’ve missed one critical piece of data that invalidates your whole theory.
- (The Void) You are driven to find the truth, but you secretly fear that some truths are unknowable or that the answer is banal and meaningless.
- (The Human Element) You are brilliant with forensic data, but you are terrified of the “messy” work of interrogating a living, emotional, unpredictable human.
- (The False Pattern) You see patterns everywhere, but your greatest fear is that you are just projecting your own biases onto random, meaningless data.
- (The Target) You dig into dangerous secrets, and you are deeply paranoid that you are being watched, followed, or set up.
- (The Tainted Method) You are an expert at finding the truth, but you are haunted by the fact that you often have to use lies, manipulation, or illegal methods to get it.
- (The Useless Truth) Your greatest fear is not that you won’t solve the mystery, but that you will, and no one will care or be able to do anything about it.
3. Personality Trait (d8)
- (The Analyzer) You are intensely quiet and observant, making others uncomfortable as they feel they are being “analyzed.”
- (The Recorder) You compulsively write down details, observations, and fragments of conversation in a small notebook or on a data pad.
- (The Questioner) You are relentlessly inquisitive, asking “Why?” and “How?” about even the most mundane things.
- (The Skeptic) You are naturally cynical and distrustful of first impressions, “easy” answers, or official stories.
- (The “In-the-Head”) You often appear distracted or absent-minded, as you are mentally piecing together fragmented data.
- (The Methodical) You are slow, deliberate, and methodical in all your actions, from making coffee to analyzing a crime scene.
- (The Profiler) You have a tendency to “profile” new people you meet, mentally noting their habits, tics, and inconsistencies.
- (The Restless Mind) You have an unquiet mind that doesn’t shut off, often working late into the night on a puzzle.
4. Bond (d8)
- (The “White Whale”) You are obsessed with solving one specific, “unsolvable” case that defined or ruined your career.
- (The Victim) You are bonded to the victim of the current mystery, feeling a deep personal responsibility to find their truth.
- (The Partner) You are fiercely loyal to your investigative partner, who is the only person who understands your obsessive methods.
- (The Archive) You feel a deep loyalty to a specific archive or institution (a library, a police precinct) and the “pure” knowledge it represents.
- (The Mentor) You are dedicated to the mentor who taught you your investigative method, and you strive to uphold their legacy.
- (The “One That Got Away”) You are haunted by a single perpetrator you knew was guilty but could never prove, and you watch their every move.
- (The Scapegoat) You are bonded to a person who was falsely accused of a crime you are investigating, and you are driven to clear their name.
- (The Method) You are not loyal to people, but to the process of investigation itself; “The Method” is your true anchor.
5. Source of Comfort (d8)
- (The Solved File) You find solace in meticulously organizing and cross-referencing your old, solved case files.
- (The Game) You relax by solving complex, impersonal puzzles (crosswords, logic games, ciphers).
- (The “String Wall”) You find calm in the physical act of creating a “murder board”—tacking up photos, notes, and connecting them with string.
- (The Monograph) You read dense, dry, academic texts (forensic manuals, old legal journals, historical biographies).
- (The Sensory Deprivation) You seek out absolute silence in a dark room to let your mind process fragmented data without distraction.
- (The Archive) You find peace in the quiet, dusty, organized smell of a physical library or archive.
- (The Repetition) You engage in a simple, repetitive, detail-oriented task (e.g., cleaning a lens, organizing data, sharpening pencils).
- (The Stakeout) You find comfort in simply sitting and observing a single, mundane scene for hours, just watching the world go by.
6. Defining Quirk (d8)
- (The Narrator) You have a habit of quietly “narrating” your own investigation, muttering clues and theories to yourself.
- (The Squint) You have a habit of squinting at people and objects as if you are trying to see a detail that is just out of focus.
- (The Magnifier) You carry a magnifying glass (or use your data pad’s zoom) on everything, even mundane objects.
- (The Re-Enactor) You will often physically move through a space, mimicking the actions of the people involved to reconstruct the event.
- (The “Tell”) You have a small, unconscious gesture (e.g., rubbing your chin, tapping your temple) that appears only when you’ve “found a thread.”
- (The “Data Point”) You refer to people and events in clinical, investigative terms (e.g., “The subject is displaying anomalous behavior,” “This data is unverified”).
- (The “One More Thing”) You have a habit of ending a conversation, walking away, and then turning back with one final, probing question.
- (The Sniffer) You have a habit of gently sniffing the air in new locations, as if trying to catch a forensic trace.
| CHARITRA | LOGISTICIAN |
Here is the output for Role 06, based on the new data you have provided.
Role 06: The Logistician
Master of the Supply Chain
Architect of Resource Flow
Savior of the Last Mile
Role Description
You are the unseen force that makes every operation possible. While others plan the battle, you plan the movement of bullets, bandages, and bread that makes the battle winnable. Your domain is the complex web of supply, transport, and support. You are the expert who ensures that the right “thing” is in the right place, at the right time, every time.
In a world struggling with systemic collapse, you are the backbone of stability. You don’t just send aid; you design the supply chain that can withstand a hurricane, bypass a warlord, and deliver vaccines to a remote village, all while ensuring the cold chain is never broken. You are the one who analyzes a city’s resource flow and finds the critical bottleneck that, if fixed, could end its food shortage. When disaster strikes and all systems fail, your crisis-logistics expertise is the only thing that separates a functioning refugee camp from a humanitarian catastrophe. You are the master of efficiency, ensuring that not a single unit of medicine, drop of fuel, or moment of time is wasted.
This relentless focus on efficiency and resource flow can be dehumanizing. You may be forced to make impossible decisions, such as diverting a critical medical shipment from one struggling village to another “more viable” one to maximize its impact. You may find yourself so focused on the “how” of the operation that you overlook the “why.” Your greatest dilemma will be the moment when the most efficient solution is also the most ruthless one.
Skill Proficiencies
Organization (SM1)
- GM-Oriented Impact: When managing a complex supply chain, you can ask the GM to identify the single most critical task or delivery that, if delayed, will cause the entire operation to fail.
- Player-Facing Impact: You can declare that your resource management is maximized, allowing the team to “discover” one extra unit of a common, expended resource (e.g., fuel, batteries, rations) that you had efficiently set aside.
Critical Thinking (T1)
- GM-Oriented Impact: When analyzing a supply chain, you can ask the GM to reveal its single greatest un-recognized bottleneck or point of vulnerability to disruption (e.g., a single bridge, a corrupt official).
- Player-Facing Impact: You can declare that you have “risk-proofed” the supply line, allowing you to automatically negate one unexpected complication (e.g., a flat tire, a spoiled batch, a sudden roadblock) through your prior analysis.
Collaborative Skills (S1)
- GM-Oriented Impact: When coordinating with a new supply node or team, you can ask the GM to reveal their primary, unstated concern or motivation (e.g., “They fear we will be late,” “They want to be paid first”) so you can manage the relationship.
- Player-Facing Impact: You can declare that you are “syncing the nodes,” allowing you to call in a favor from one of your allied supply teams to expedite a single delivery or task, making it arrive in half the expected time.
Transfer (T3)
- GM-Oriented Impact: When facing a novel logistical challenge, you can ask the GM how a resource management skill from a different context (e.g., “event planning,” “restaurant management”) provides a clever solution to this new problem.
- Player-Facing Impact: You can declare that you are applying a past operational model, allowing you to use one resource or piece of equipment for a completely different but effective purpose (e.g., using a water filter to purify medical saline).
Abilities
1. Supply Chain Optimization
- GM-Oriented Impact: When securing a resource, you can ask the GM to reveal the safest, cheapest, or fastest route for its delivery, allowing you to choose one of those three vectors to prioritize.
- Skill Check: Critical Thinking (T1) (Your justification is based on your analysis of the risks, costs, and benefits of all available routes) or Information Literacy (R1) (Your justification is based on your research of maps, shipping manifests, and transport networks).
- Player-Facing Impact: You can declare that the “supply line is optimized.” One critical resource shipment automatically arrives in the correct quantity and condition, exactly when it is needed, bypassing any narrative or environmental delays.
- Skill Check: Organization (SM1) (Your justification is based on your meticulous, long-range management of the shipment’s tasks and timing) or Collaborative Skills (S1) (Your justification is based on your effective work with every team and node along the delivery path).
2. Crisis Logistics
- GM-Oriented Impact: In a situation of extreme scarcity or systemic failure, you can ask the GM to identify the one critical resource (e.g., “clean water,” “a radio,” “a specific tool”) that, if secured, will restore a basic level of order.
- Skill Check: Critical Thinking (T1) (Your justification is based on your rapid analysis of the crisis to determine the lynchpin for stability) or Reflective (SM3) (Your justification is based on (re)considering the immediate needs of the populace to prioritize the most impactful item).
- Player-Facing Impact: You can declare that you are “imposing order.” You successfully organize a chaotic situation (e.g., a panicked crowd at an aid-drop, a failing triage), preventing a riot and ensuring a fair, efficient distribution of resources.
- Skill Check: Organization (SM1) (Your justification is based on your ability to effectively manage the tasks and flow of a panicked group of people) or Interpersonal Communication (C1) (Your justification is based on your ability to clearly and authoritatively communicate a simple, effective plan to the crowd).
3. Resourceful Planning
- GM-Oriented Impact: When the team lacks a critical tool, you can ask the GM how a combination of existing, seemingly useless supplies could be adapted to create a one-time, functional replacement.
- Skill Check: Creative Thinking (T2) (Your justification is based on your novel perspective on how items can be repurposed) or Transfer (T3) (Your justification is based on your ability to transfer the function of one tool to a different set of items).
- Player-Facing Impact: You can declare that you are “adapting assets.” You successfully re-purpose one piece of equipment for a completely new function (e.g., modifying a truck engine to be a power generator, turning radio parts into a tracker), automatically succeeding at the task.
- Skill Check: Organization (SM1) (Your justification is based on your meticulous management of the tools and parts needed for the adaptation) or Critical Thinking (T1) (Your justification is based on your logical analysis of the equipment’s core components and potential).
4. Strategic Efficiency
- GM-Oriented Impact: When reviewing a team’s operational plan, you can ask the GM to identify the single biggest waste of resources (time, money, or risk) that can be cut without compromising the mission.
- Skill Check: Critical Thinking (T1) (Your justification is based on your detailed cost-benefit analysis of the entire operation) or Organization (SM1) (Your justification is based on your analysis of the plan’s time and task management).
- Player-Facing Impact: You can declare an “efficiency change.” By implementing a single operational change, you reduce the time or cost (e.g., fuel, supplies) of a major, long-term mission by half.
- Skill Check: Transfer (T3) (Your justification is based on applying a more efficient operational model from a different context to this one) or Collaborative Skills (S1) (Your justification is based on your ability to get all the different teams and nodes to agree to and implement your new, more efficient process).
Character Alignment
- Lawful Good (The Humanitarian Coordinator): You design and manage the supply chains for major NGOs (like the Red Cross or WFP), ensuring that aid is delivered with maximum efficiency and fairness to those in disaster zones.
- Neutral Good (The “Last Mile” Operator): You are a field logistician who works to get critical supplies (like medicine or food) through the most dangerous and broken parts of the world, bypassing conflict and corruption to reach those in need.
- Chaotic Good (The “Scrounger”): You operate in crisis zones, “liberating” supplies from abandoned military bases, corrupt officials, or hoarding corporations to ensure they get to the refugee camps and hospitals that need them.
- Lawful Neutral (The Quartermaster): You are a high-level operations manager for a government or military. You are loyal to the “system,” ensuring the resource flow is perfect, regardless of the operation’s moral purpose.
- True Neutral (The “Fixer”): You are a freelance logistics expert. You sell your services to anyone—corporations, NGOs, local militias—who needs a complex supply chain managed. Your only concern is efficiency and the contract.
- Chaotic Neutral (The Smuggler): You are a master of resourceful planning and crisis logistics, but you use your skills to move any product for a price. You thrive on the challenge of bypassing blockades and security.
- Lawful Evil (The Sanctions Manager): You work for a corporation or state, using your skills in logistics to enforce a blockade, meticulously cutting off the resource flow of food and medicine to an enemy population.
- Neutral Evil (The Arms Dealer): You are a master of supply chain optimization, but your product is weapons. You ensure that arms and materiel are delivered securely and efficiently to your clients, regardless of the chaos they cause.
- Chaotic Evil (The Resource Hoarder): You use your crisis logistics skills to take control of vital resources (like water or fuel) in a disaster, then use that monopoly to gain power and let the “unworthy” suffer.
Traits
1. Guiding Principle (d8)
- (The Flow) You believe that a stable resource flow is the single most important pillar of civilization.
- (The Empty Shelf) You are driven by the principle that “too late” is the same as “not at all”; the right resource must be there before it’s needed.
- (The Efficiency) You believe that waste—of time, material, or effort—is the greatest “evil.”
- (The “How”) You are convinced that a brilliant idea is worthless without a practical, logistical plan to make it a reality.
- (The Puzzle) You see logistics as the ultimate high-stakes puzzle of moving parts, and you are driven to solve it.
- (The Backbone) You hold that your work is the invisible, essential foundation for every single mission’s success.
- (The Chain) You believe that any operation is only as strong as its weakest logistical link, and you are obsessed with finding it.
- (The Improviser) You operate on the principle that “good enough” now is better than “perfect” later; you must make do with what you have.
2. Internal Conflict (d8)
- (The Numbers Game) You are so focused on the efficiency of your resource flow that you are terrified you are forgetting the human faces at the end of the supply chain.
- (The “What If”) You are haunted by logistical “what ifs”—the single point of failure you might have missed (e.g., “What if the truck breaks down? What if the contact is late?”).
- (The Packrat) You are an expert at resourceful planning, but you are also a hoarder, terrified of throwing anything away in case it’s needed later.
- (The “On Paper” Fear) You are a brilliant planner, but you secretly fear you will panic and freeze when your perfect plan meets a real, chaotic crisis.
- (The Human “Cost”) You are an expert at managing mission costs, and you are terrified of the moment you will have to logically “cost” a human life as an acceptable risk.
- (The “Last Drop”) You are obsessed with efficiency and conservation, making you deeply anxious or “stingy” when others waste resources.
- (The “Empty-Handed” Fear) Your greatest fear is a situation where you have no resources, no tools, and no way to improvise a solution.
- (The “Second-Best”) You are the backbone of the operation, but you secretly resent being seen as “just” support for the “more important” frontline roles.
3. Personality Trait (d8)
- (The “List-Maker”) You are meticulous and organized, constantly making lists, manifests, and schedules for everything.
- (The “Time-Keeper”) You are hyper-aware of time, checking your watch and giving constant, precise updates on “time remaining.”
- (The “Scrounger”) You are relentlessly resourceful and practical, always seeing the “use” in objects that others see as junk.
- (The “Back-Up”) You are naturally cautious, always carrying a “plan B” and a spare of everything (e.g., batteries, a pen, a data drive).
- (The “Cost-Cutter”) You are naturally frugal and dislike waste, often pointing out more efficient ways to do things.
- (The “Status-Checker”) You are a constant communicator, always checking in with your team and supply nodes for status updates.
- (The “Packer”) You are an expert at “Tetris-packing,” able to fit an unreasonable amount of gear into a small container.
- (The “As-Is”) You are calm in a crisis, projecting a “it is what it is” pragmatism that focuses on the nextstep, not the problem.
4. Bond (d8)
- (The “Truck”) You are bonded to your primary mode of transport (a truck, a ship, a plane); its well-being is your top priority.
- (The “Route”) You are dedicated to maintaining one specific, vital supply route, protecting it and the communities that depend on it.
- (The “Receiver”) You are fiercely loyal to the one field operator who receives your supplies, feeling a deep responsibility for their survival.
- (The “First-Timer”) You feel a protective bond for the newest member of the team, ensuring they always have the right gear.
- (The “Failed” Shipment) You are haunted by a past operation where your logistics failed and people got hurt, and you are driven to prevent that from ever happening again.
- (The “System”) You are not loyal to people, but to your logistical system—the network of contacts, routes, and warehouses you built from scratch.
- (The “Rival”) You are in a constant, professional “game” with an opposing logistician, striving to out-perform and out-plan them.
- (The “Home Base”) You are bonded to your primary warehouse or “home,” and you find comfort in its perfect, meticulous organization.
5. Source of Comfort (d8)
- (The “Inventory”) You find peace in the simple, repetitive task of taking inventory—counting and organizing items.
- (The “Manifest”) You relax by drafting complex, purely theoretical manifests and delivery schedules.
- (The “Engine”) You find calm in the methodical, hands-on work of cleaning or maintaining a complex piece of machinery (an engine, a generator, a filter).
- (The “Knot”) You practice tying complex, practical knots, finding comfort in their efficiency and reliability.
- (The “Map”) You find solace in studying maps, transport schedules, and weather reports, just watching the “flow” of the world.
- (The “Label-Maker”) You find comfort in meticulously organizing a messy space, labeling boxes, and creating order.
- (The “Budget”) You relax by managing and balancing complex budgets or spreadsheets, finding satisfaction in making the numbers align.
- (The “Stowage”) You meticulously pack and re-pack your own gear, optimizing it for weight and access.
6. Defining Quirk (d8)
- (The “Tapper”) You have a habit of tapping on containers and walls, as if to judge their contents or structural integrity.
- (The “Route-Planner”) You instinctively give the most efficient directions for any task (e.g., “The best way to the kitchen is…”).
- (The “Resource-Watcher”) You unconsciously track the “expendables” in any room (e.g., “There are 12 napkins left,” “That pot of coffee is half-full”).
- (The “Jargon-User”) You speak in logistical jargon, using terms like “L-T-L” (Less-Than-Load), “ETA,” “Last Mile,” and “SOP” in casual conversation.
- (The “Backwards-Planner”) You plan all activities by starting from the end-time and working backward (e.g., “We need to leave at 10:17 to arrive at 11:00”).
- (The “Carrier”) You are always loaded with practical items (a multi-tool, zip-ties, tape, a snack) “just in case.”
- (The “Labeler”) You have a habit of labeling other people’s things if they are left in a messy state.
- (The “Weigh-er”) You instinctively “weigh” items in your hand, guessing their weight and assessing their utility.
| CHARITRA | EXPLORER |
Here is the output for Role 07, based on the new data you have provided.
Role 07: The Explorer
Pioneer of the Uncharted
Master of the Hostile Frontier
Seeker of Lost Horizons
Role Description
You are the one who steps off the map, driven by a restless urge to see what lies beyond the known horizon. You are the risk-taker, the adventurer, the one whose boots are the first to touch the dust of a forgotten ruin or an unknown land. Your life is a navigation of uncertainty.
In a world struggling with resource scarcity and climate collapse, you are the one who ventures into the unknown. You map uncharted territories ravaged by ecological change, discovering new, resilient ecosystems or sources of fresh water. You are the first-contact specialist, the one with the emotional fortitude and skill to build bridges with lost civilizations or uncontacted tribes, learning their survival techniques. You follow ancient legends to find lost technologies that might hold answers to modern problems. You are the tip of the spear, and the knowledge you bring back can redefine borders, rewrite history, and offer new paths for a world that has lost its way.
But be warned, your presence is a disruption. Your footsteps can bring contamination—biological or cultural—to fragile, isolated societies. The lost knowledge you uncover may be better left buried, and its rediscovery could ignite new conflicts over its control. Your relentless risk-taking may be seen as recklessness, and you must weigh the value of a discovery against the lives of your team, who follow you into the hostile unknown.
Skill Proficiencies
Transfer (T3)
- GM-Oriented Impact: When facing a hostile, uncharted environment, you can ask the GM how a specific survival or navigation skill from a completely different environment (e.g., a desert) can be applied to this new one (e.g., a tundra).
- Player-Facing Impact: You can declare that you are “applying past lessons,” allowing you to use your experience to bypass one environmental hazard or navigate a difficult patch of terrain without a roll.
Creative Thinking (T2)
- GM-Oriented Impact: When your team is stuck, you can ask the GM to reveal a novel and high-risk solution for survival or navigation that uses the immediate environment in an unconventional way (e.g., “using magnetic rocks to find north”).
- Player-Facing Impact: You can declare you are “improvising,” allowing you to craft one single-use, critical tool (e.g., a water filter, a signal device, a basic weapon) from local, unexpected, or “junk” materials.
Emotional Management (SM2)
- GM-Oriented Impact: When facing a terrifying or uncertain situation, you can ask the GM to reveal the true, tactical source of your fear (e.g., “It’s not the dark, it’s the sound of a predator you can’t see yet”).
- Player-Facing Impact: You can declare you are “mastering the fear.” You automatically pass one check to resist the effects of panic, despair, or intimidation from a hostile environment or creature, allowing you to act with total clarity.
Collaborative Skills (S1)
- GM-Oriented Impact: When your team’s morale is low due to hostile conditions, you can ask the GM what specific action or reassurance they need from you, as the leader, to regain their cohesion.
- Player-Facing Impact: You can declare you are “setting the pace.” You guide your team through a challenging trek, granting them a collective mechanical bonus on one group check for navigation, endurance, or survival.
Abilities
1. Terrain Mastery
- GM-Oriented Impact: When entering a new, difficult environment, you can ask the GM to reveal the safest and most efficient route to your objective, including the location of one hidden resource (like a cave for shelter or a clean water source).
- Skill Check: Transfer (T3) (Your justification is based on your ability to apply your vast knowledge of other hostile terrains to this new one) or Literacy (C2) (Your justification is based on your expert ability to read the subtle “language” of the landscape, from wind patterns to animal tracks).
- Player-Facing Impact: You can declare you are “on the trail.” You automatically succeed on one navigation or tracking check, allowing you to find a hidden path or track a target successfully, even in a diverse or difficult environment.
- Skill Check: Information Literacy (R1) (Your justification is based on your skill in finding and interpreting the small, fragmented clues in the environment) or Critical Thinking (T1) (Your justification is based on your logical deduction of the most likely path a creature or person would have taken).
2. Cultural Fluency
- GM-Oriented Impact: When you first encounter an uncontacted group, you can ask the GM to reveal one key social taboo you must avoid and one gesture of goodwill you must perform to establish peaceful contact.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on your ability to read universal non-verbal cues of fear, aggression, or curiosity) or Reflective (SM3) (Your justification is based on your ability to (re)consider your own body language, presenting yourself as non-threatening).
- Player-Facing Impact: You can declare you are “showing respect.” You successfully mimic or perform a local custom with such authenticity that you gain the trust of a key group member, granting your team a mechanical advantage on all social checks with that group.
- Skill Check: Creative Thinking (T2) (Your justification is based on your novel ability to quickly find a common, symbolic ground, like sharing food or music) or Collaborative Skills (S1) (Your justification is based on your skill in working with their social structure, showing you are a collaborator, not a threat).
3. Survival Instincts
- GM-Oriented Impact: In a hostile, resource-barren setting, you can ask the GM to reveal the location of one small, overlooked source of a critical resource (e.g., edible insects, water trapped in plants, dry tinder).
- Skill Check: Information Literacy (R1) (Your justification is based on your ability to find and interpret the subtle environmental clues that signal a resource’s presence) or Transfer (T3) (Your justification is based on applying survival tricks from other barren environments to this one).
- Player-Facing Impact: You can declare you are “adapting to survive.” You automatically find or create enough food and water for your team for one day, nullifying any penalties from starvation or dehydration.
- Skill Check: Creative Thinking (T2) (Your justification is based on your invention of a novel trap, tool, or collection method from local materials) or Emotional Management (SM2) (Your justification is based on your ability to manage your panic and remain resourceful even in a seemingly hopeless situation).
4. Lost Knowledge
- GM-Oriented Impact: When following an ancient map or legend, you can ask the GM to reveal the true, hidden meaning of one of its cryptic clues or symbols, pointing you toward the next step.
- Skill Check: Literacy (C2) (Your justification is based on your ability to interpret archaic language, lost symbols, or metaphorical texts) or Information Literacy (R1) (Your justification is based on your skill in cross-referencing the clue with fragmented historical data or environmental markers).
- Player-Facing Impact: You can declare you have “found the path.” You successfully navigate one ancient puzzle, trap, or cryptic direction, automatically bypassing the obstacle and leading your team to the rediscovered site, technology, or piece of lore.
- Skill Check: Critical Thinking (T1) (Your justification is based on your ability to logically solve the ancient puzzle or riddle) or Transfer (T3) (Your justification is based on applying knowledge from a different ancient civilization to this new puzzle).
Character Alignment
- Lawful Good (The Preservationist): You meticulously explore and document lost civilizations and fragile ecosystems for academic and preservation societies, ensuring they are protected for future generations.
- Neutral Good (The Guide): You use your survival and navigation skills to map safe routes for refugees or to lead aid workers into hostile, uncharted territories to reach cut-off populations.
- Chaotic Good (The Relic Hunter): You delve into forbidden, corporate-owned, or government-sealed territories to “liberate” lost knowledge or technology, believing it belongs to the world, not to a select few.
- Lawful Neutral (The Cartographer): You are a state-sponsored explorer, bound by your mission to map and claim new territories and resources for your nation or corporation, adhering strictly to your contract.
- True Neutral (The Seeker): You are driven by pure curiosity. You explore for the sake of exploration itself, seeking only to see what is out there, observing lost worlds without judgment or interference.
- Chaotic Neutral (The Thrill-Seeker): You are an extreme-sports adventurer and risk-taker. You climb the unclimbed mountain and navigate the unmapped river for the glory, the challenge, and the rush.
- Lawful Evil (The Biopirate): You are a corporate explorer who methodically “discovers” and patents the lost agricultural knowledge and genetic resources of indigenous tribes, using the law to steal their heritage.
- Neutral Evil (The Tomb Raider): You follow ancient legends to rediscover lost sites for one purpose: to plunder their valuable artifacts and technology and sell them to the highest bidder on the black market.
- Chaotic Evil (The Desecrator): You find a thrill in being the first to enter a pristine, untouched environment or a sacred lost site, and then opening it up for destructive exploitation (like illegal logging, poaching, or strip-mining).
Traits
1. Guiding Principle (d8)
- (The Frontier) You believe that humanity’s purpose is to push boundaries; you must see what’s over the next hill.
- (The “First”) You are driven by the need to be the first—the first to step, the first to see, the first to map.
- (The Lost) You are convinced that a specific lost city, artifact, or civilization holds the answer to a deep, personal question.
- (The Test) You see the hostile unknown as the ultimate test of your mind and body, and you are compelled to prove yourself against it.
- (The Story) You are driven by the desire to bring back the stories of lost places and forgotten peoples.
- (The Escape) You believe the “civilized” world is a cage, and you only feel truly alive when you are in the uncharted wild.
- (The Answer) You believe the solutions to the world’s greatest problems (war, famine, disease) are hidden in lost knowledge.
- (The Challenge) You are not driven by curiosity, but by a need to conquer the “unconquerable” and master the “unmasterable.”
2. Internal Conflict (d8)
- (The “Nothing Left”) You are terrified that you will one day run out of frontiers and that there will be nothing left to discover.
- (The “One-Way Trip”) You project total confidence, but you secretly fear that one day your risk-taking will get you or your team trapped with no way out.
- (The “Disruption”) You seek to discover lost cultures, but you are haunted by the fact that your very presence might be the thing that destroys them.
- (The “Ghost”) You are a master of survival, but you are terrified of dying alone in a hostile place and having your name be forgotten.
- (The “Impulse”) You are a calm professional, but you secretly battle a reckless, self-destructive impulse to take unnecessary risks.
- (The “Addiction”) You are not brave; you are just an adrenaline junkie, and you secretly fear that you value the “rush” more than your mission or your team.
- (The “Known”) You are a master of the unknown, but you are secretly terrified of the “boring” responsibilities and commitments of a normal life.
- (The “Lie”) You are driven to find lost knowledge, but you fear that the ancient legends are just stories, and you are chasing a lie.
3. Personality Trait (d8)
- (The Restless) You are physically restless, always needing to be in motion, pacing, or planning the next move.
- (The Observant) You are preternaturally observant of your environment, noticing tiny details in the flora, fauna, or weather.
- (The Resilient) You have a foundational, almost stubborn, resilience, taking setbacks and discomfort in stride.
- (The Daring) You are naturally bold and are often the first to volunteer for the most dangerous task.
- (The “Feral”) You are uncomfortable in sterile, “civilized” environments, preferring to be outdoors or in rustic settings.
- (The Minimalist) You are a practical minimalist, valuing items only for their utility and survival purpose.
- (The Storyteller) You are a charismatic raconteur, able to spin your past adventures into captivating tales.
- (The “Lone Wolf”) You are self-reliant and often prefer to scout ahead or work alone, even when with a team.
4. Bond (d8)
- (The “White Whale”) You are obsessed with finding one specific lost city, mythical beast, or ancient site.
- (The Mentor) You are following the footsteps of a mentor who disappeared on a previous expedition, and you carry their journal.
- (The “Unmapped”) You are fiercely protective of a specific, uncharted territory (a jungle, a mountain range) that you consider “yours.”
- (The “First Contact”) You are bonded to a specific uncontacted tribe or “lost” civilization that you discovered and seek to protect.
- (The Promise) You are trying to find a lost resource (a plant, a mineral) that is the only cure for a disease affecting your hometown or a loved one.
- (The Rival) You are in a race against a rival explorer (or corporation) to be the first to a major discovery.
- (The Ship) You are bonded to your vehicle (a ship, a truck, a plane) that has gotten you through impossible situations.
- (The Team) You are fiercely loyal to your small expedition team, and their survival is your primary motivation for mastering the environment.
5. Source of Comfort (d8)
- (The Stars) You find peace in stargazing, navigating by the stars, and finding your place in the cosmos.
- (The Fire) You find a deep, primal comfort in the simple act of building and maintaining a campfire.
- (The Map) You meticulously draw or update maps of the areas you are exploring, finding calm in the act of charting.
- (The Gear) You find solace in the ritual of cleaning, repairing, and organizing your survival gear (ropes, knives, filters).
- (The Silence) You seek out absolute silence in a high, remote place, just to listen to the sound of the wind.
- (The “Trophy”) You study a small, simple souvenir (a strange rock, a carved bone, a pressed flower) from a past expedition.
- (The Routine) You adhere to a strict, simple survival routine (e.g., checking water, packing your bag) that grounds you.
- (The “Fuel”) You find comfort in the simple, mindful act of preparing and eating a hot, high-energy meal in a hostile place.
6. Defining Quirk (d8)
- (The “Collector”) You collect small, natural “souvenirs” from every new place you visit (a stone, a seed, a shell).
- (The “Taster”) You have a habit of tasting or sniffing unfamiliar (but non-threatening) plants, dirt, or water sources.
- (The “Hummer”) You hum or whistle old, rambling tunes to yourself while you are navigating or hiking.
- (The “Doodler”) You are constantly sketching the flora, fauna, or ruins you see in a worn-out journal.
- (The “Ground-Sleeper”) You prefer to sleep on the hard ground, even when a comfortable bed is available.
- (The “Weather-Sniffer”) You have an uncanny habit of “sniffing” the air to predict an incoming change in the weather.
- (The “Namer”) You give personal, often silly, names to your key pieces of survival gear.
- (The “Pacer”) You never sit still for long and will always be “patrolling” the perimeter of your camp.
| CHARITRA | ARCHIVIST |
Here is the output for Role 08, based on the new data you have provided.
Role 08: The Archivist
Keeper of the Written Word
Interpreter of Faded Ink
Voice of Historical Precedent
Role Description
You are a guardian of the past, a scholar who believes that every answer to the future is written in the ink of yesterday. You are not an adventurer; you are a researcher, a historian, and an interpreter. Your strength lies not in action, but in the deep, pre-existing knowledge preserved in archives, libraries, and forgotten collections.
In a world obsessed with the new, you are the crucial voice of wisdom. When a new pandemic breaks out, you are the one in the deep archives, analyzing historical medical texts to find parallels in symptoms and long-forgotten treatments. When two factions are on the brink of war over a border dispute, you are the one who unearths the original, centuries-old treaty and linguistic analysis that proves the “true” line. You analyze the historical patterns of failed states to predict and prevent the collapse of a new one. Your power is the ability to filter the noise of the present through the hard-won, often-ignored lessons of the past, providing the critical context that stops a crisis.
This devotion to the past can be a blinding trap. You may become so lost in the “ivory tower” of academic sources that you fail to see the immediate, tangible reality in front of you. You may discover a historical truth so dark or dangerous that it threatens to shatter a current peace or a cherished cultural identity. Your greatest dilemma is the burden of knowledge: knowing when to reveal a truth from the past, and when to let it lie buried for the good of the present.
Skill Proficiencies
Information Literacy (R1)
- GM-Oriented Impact: When searching a deep historical or academic source, you can ask the GM to reveal the one critical, overlooked document or piece of data that holds the key to your research.
- Player-Facing Impact: You can declare that you have “judged the source” correctly, allowing you to automatically identify one piece of historical information as a forgery, a misinterpretation, or a deliberate deception.
Critical Thinking (T1)
- GM-Oriented Impact: When analyzing an established academic or societal truth, you can ask the GM to reveal the single, significant flaw in the historical interpretation or the evidence used to support it.
- Player-Facing Impact: You can declare that you have “formed a new hypothesis,” allowing you to present a new, accurate interpretation of a past event that provides a direct, actionable insight into your current problem.
Literacy (C2)
- GM-Oriented Impact: When analyzing a complex, archaic, or dense scholarly text, you can ask the GM to clarify the intended cultural nuance or subtext behind a specific, ambiguous phrase.
- Player-Facing Impact: You can declare that your “communication is precise.” You successfully write or speak with such scholarly clarity that you automatically convince one skeptical expert or official that your findings are valid.
Reflective Skills (SM3)
- GM-Oriented Impact: When your research hits a dead end, you can ask the GM to reveal how your own modern bias or academic assumption is causing you to misinterpret the historical data.
- Player-Facing Impact: You can declare that you are “revising the process.” You look back at your research path and identify one missed connection or flawed assumption, which immediately opens up a new, viable avenue of investigation.
Abilities
1. Deep Archival Knowledge
- GM-Oriented Impact: You can ask the GM to reveal the existence and location of a specific, unlisted, or restricted collection (e.g., “a church’s hidden vault,” “a university’s ‘shame’ archive”) that contains the information you need.
- Skill Check: Information Literacy (R1) (Your justification is based on your expert knowledge of how information is cataloged, even the hidden parts) or Organization (SM1) (Your justification is based on your methodical, time-consuming search that has eliminated all other possibilities).
- Player-Facing Impact: You can declare that you “synthesize the data.” After spending time in an archive, you connect disparate, forgotten sources to find the one specific, critical answer to a complex question that no single document held.
- Skill Check: Information Literacy (R1) (Your justification is based on your ability to find and interpret dozens of fragmented sources) or Critical Thinking (T1) (Your justification is based on your analysis of how those fragments must logically fit together).
2. Linguistic Analysis
- GM-Oriented Impact: When presented with an encrypted, dead, or symbolic text, you can ask the GM for the single, critical clue (e.g., “a repeated root word,” “a symbol’s hidden meaning”) that provides the key to the entire translation.
- Skill Check: Literacy (C2) (Your justification is based on your expert knowledge of syntax, etymology, and linguistic structures) or Creative Thinking (T2) (Your justification is based on your novel, out-of-the-box approach to solving the cipher or symbolic logic).
- Player-Facing Impact: You can declare that you have “broken the code.” You successfully translate one complex text, revealing its full, unambiguous, and actionable meaning to the team, even under extreme pressure.
- Skill Check: Literacy (C2) (Your justification is based on your pure, technical skill in reading and using language) or Critical Thinking (T1) (Your justification is based on your logical deduction of the text’s rules and patterns).
3. Historical Patterns
- GM-Oriented Impact: When facing a new social or political crisis, you can ask the GM to confirm which specific historical precedent this event is mirroring, revealing a non-obvious parallel.
- Skill Check: Critical Thinking (T1) (Your justification is based on your analysis of the current event’s key components and finding its historical match) or Information Literacy (R1) (Your justification is based on your deep knowledge of pre-existing historical events).
- Player-Facing Impact: You can declare that you have “seen this before.” You accurately predict one specific, future action a leader or faction will take, granting your team a mechanical advantage when they act to counter or exploit it.
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical evaluation that history will repeat itself in a specific way) or Reflective (SM3) (Your justification is based on (re)considering the past and present to ensure the parallel is accurate).
4. Scholarly Network
- GM-Oriented Impact: When you lack a piece of niche, specialized knowledge, you can ask the GM to name the expert in your network (e.g., “Dr. Aris, the foremost expert on 14th-century siege weapons”) who has the answer.
- Skill Check: Collaborative Skills (S1) (Your justification is based on your work in maintaining your academic relationships) or Information Literacy (R1) (Your justification is based on your knowledge of who is the leading expert in a given field).
- Player-Facing Impact: You can declare you are “calling in a favor.” You contact one expert from your network who provides a crucial piece of data, a rare document, or an expert opinion that automatically bypasses one major research obstacle.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on your ability to effectively and persuasively ask for the specific, complex help you need) or Collaborative Skills (S1) (Your justification is based on your history of effective teamwork with this academic).
Character Alignment
- Lawful Good (The Public Historian): You are dedicated to preserving and communicating history accurately for the public good, believing that open access to past truths is essential for a just society.
- Neutral Good (The Preservationist): You are a non-partisan scholar focused on saving and preserving knowledge—rescuing books from war zones, digitizing dying languages—believing that the knowledge itself is a treasure that must be saved for humanity.
- Chaotic Good (The “Samizdat” Scholar): You operate against oppressive regimes, working to uncover and distribute “forbidden” or “revised” histories that expose their lies and empower the disenfranchised.
- NaturalLawful Neutral (The Orthodox Academic): You are a university scholar or high-level librarian, dedicated to the process of historical interpretation and the established rules of academia. The “truth” is whatever the peer-reviewed consensus says it is.
- True Neutral (The “Ivory Tower” Researcher): You are a pure scholar, driven by the personal pursuit of knowledge. You research for its own sake, with no interest in its moral or political application; the discovery is all that matters.
- Chaotic Neutral (The Niche Obsessive): You are an independent, almost conspiratorial, researcher. You are loyal only to your one obscure, non-mainstream historical theory, and you twist all data to fit it.
- Lawful Evil (The State Propagandist): You are a state-employed historian who meticulously uses your deep archival knowledge to find, interpret, and frame historical facts to create a legal and “academic” justification for your government’s conquests or oppressions.
- Neutral Evil (The Blackmailer): You use your deep research skills to uncover the dark, forgotten secrets of powerful families or factions, not for the public, but to sell to the highest bidder or use for your own personal leverage.
- Chaotic Evil (The Revisionist Destroyer): You are a fanatical ideologue who seeks out and destroys “impure” or “heretical” historical texts, archives, and artifacts, believing that the past must be erased to make way for your “new truth.”
Traits
1. Guiding Principle (d8)
- (The Truth) You believe that an objective, verifiable truth exists in the past, and it is your duty to find it.
- (The Lesson) You are convinced that history is a map of lessons, and you must find the right one to prevent future disasters.
- (The Preservation) You hold that knowledge is fragile, and it is your sacred duty to preserve it from being lost or destroyed.
- (The Voice) You feel a deep responsibility to give a voice to the forgotten, voiceless, or erased people of the past.
- (The Context) You believe that no present-day problem can be solved without first understanding its deep historical roots.
- (The Order) You are driven by a need to bring academic order to the chaos of the past, to catalog, and to understand.
- (The “Eureka”) You are motivated by the pure, personal thrill of the discovery—the “Aha!” moment when a lost fact clicks into place.
- (The Power) You believe that knowledge, especially forgotten knowledge, is the only true source of power in the world.
2. Internal Conflict (d8)
- (The “Ivory Tower”) You are brilliant with texts, but you secretly fear you are a coward, terrified of the real, “dirty” world outside your archive.
- (The “Endless”) You are a perfectionist, and you are terrified of publishing or acting on your findings, believing there is always one more source to check.
- (The “Misinterpretation”) Your greatest fear is that you will make a critical error in your analysis and build your entire conclusion on a single, false premise.
- (The “Dangerous” Truth) You are haunted by a piece of knowledge you once uncovered that you believe is too dangerous to ever be revealed.
- (The “Irrelevant”) You have dedicated your life to the past, but you secretly fear that your work is pointless and has no real-world impact.
- (The “Fraud”) You are part of an esteemed scholarly network, but you secretly feel like an imposter who doesn’t belong.
- (The “Dead”) You are more comfortable with the dead than the living, and you fear you are losing your ability to connect with the people around you.
- (The “Destroyer”) You are a preservationist, but you are terrified of the moment you might have to destroy a piece of knowledge to keep it from the wrong hands.
3. Personality Trait (d8)
- (The Meticulous) You are incredibly precise and detail-oriented, a perfectionist in all your work.
- (The “Absent-Minded”) You are intellectually brilliant but often forgetful of mundane, “present-day” things (like your keys, or the time).
- (The “Quiet”) You are a natural introvert, far more comfortable in a silent archive than a social gathering.
- (The “Pedantic”) You have a habit of correcting people’s grammar, word choices, or historical inaccuracies, even in casual conversation.
- (The “Single-Minded”) You are capable of intense, obsessive focus, often tuning out the rest of the world for hours or days while researching.
- (The “Cautious”) You are naturally skeptical and slow to accept any new fact without rigorous verification.
- (The “Passionate”) You are normally quiet, but you become intensely animated and talkative when discussing your specific area of expertise.
- (The “Patient”) You have an almost supernatural patience, willing to spend days sifting through mundane data for one single clue.
4. Bond (d8)
- (The “Archive”) You are fiercely loyal to one specific library, archive, or museum, and you would do anything to protect it.
- (The “Unsolved”) You are obsessed with a single, unsolved historical mystery (a lost book, a vanished person) and are dedicated to solving it.
- (The “Mentor”) You are bonded to the mentor who trained you, and you are driven to complete their unfinished life’s work.
- (The “Nemesis”) Your work is defined by your rivalry with another scholar who represents a historical interpretation you know is wrong.
- (The “Network”) You are not loyal to an institution, but to your personal, informal network of researchers who trade in “real” knowledge.
- (The “Forbidden”) You are bonded to a single, “heretical” text that you personally rescued from destruction, and you protect it.
- (The “Source”) You are fiercely protective of a specific, living “source” (an elder, a contact) who provides you with unique, non-archived knowledge.
- (The “Legacy”) You are not loyal to a person, but to the process of history itself—the unbroken chain of scholarship you are now a part of.
5. Source of Comfort (d8)
- (The “Smell”) You find profound comfort in the specific, dry, dusty smell of old books and paper.
- (The “Catalog”) You find peace in the mindless, methodical task of organizing, cataloging, and cross-referencing your notes.
- (The “Ritual”) You have a specific, comforting ritual for handling old texts (e.g., wearing gloves, using a bookmark, brewing a specific tea).
- (The “Silence”) You find solace in the absolute, perfect silence of a deep archival vault or a reading room.
- (The “Handwriting”) You find calm in practicing calligraphy or meticulously copying passages from texts by hand.
- (The “Marginalia”) You relax by reading the marginalia—the notes other scholars wrote in the margins of old books.
- (The “Tool”) You find comfort in the simple, tactile act of repairing a book’s binding or cleaning an old document.
- (The “Known”) You relax by re-reading your favorite historical text, a story where you already know the ending.
6. Defining Quirk (d8)
- (The “Actually…”) You have a habit of starting sentences with “Actually…” or “Historically speaking…”
- (The “Librarian’s ‘Shh’”) You instinctively “shush” people who are being too loud, even in a non-library setting.
- (The “Quoter”) You are constantly quoting obscure historical figures, often in their original (and dead) language.
- (The “Archive-Smell”) You have a habit of gently lifting books to your nose and smelling the paper.
- (The “Specs”) You are constantly pushing your glasses up your nose, or tapping them as you think.
- (The “Fashion”) You wear old-fashioned, academic clothing (like tweed, elbow-patches, or formal shoes) regardless of the setting.
- (The “Index”) You mentally “index” conversations, often interrupting to say, “Let’s go back to the point you made three minutes ago.”
- (The “Parchment”) You prefer to take all your notes by hand with a specific pen, not on a data pad.
| CHARITRA | HUMANITARIAN |
Here is the output for Role 09, based on the new data you have provided.
Role 09: The Humanitarian
Champion of the Public Conscience
Architect of Ethical Policy
Mobilizer of the Masses
Role Description
You are a voice for the voiceless, a master of the public sphere. You don’t just help individuals; you challenge and change the systems that create suffering. Your weapons are policy, media narratives, and vast organizational networks. Your battlefield is the court of public opinion.
In a world rife with systemic injustice, you are the catalyst for large-scale change. You are the one who launches the media campaign that transforms public apathy into a force for ethical governance. You don’t just deliver aid; you mobilize your advocacy network to lobby governments, securing the long-term funding and policy changes that prevent the crisis from happening again. You are the crisis spokesperson who stands before the cameras, shaping the narrative of a disaster to ensure the victims are seen as humans, not statistics. Your work is about influencing the influencers, persuading leaders, and building the coalitions that can move mountains.
This public-facing role is a heavy burden. You will become a symbol, and your every flaw will be scrutinized, potentially damaging the causes you fight for. You may be forced to make “practical” compromises, watering down a policy or aligning with a morally grey ally to achieve a partial victory. Your greatest dilemma will be navigating the murky line between ethical influence and outright manipulation, as you wonder if you are changing the world or just playing a more compassionate political game.
Skill Proficiencies
Interpersonal Communication (C1)
- GM-Oriented Impact: When interacting with a policy-maker or organizational leader, you can ask the GM to reveal their hidden political or personal motivation that is blocking their agreement with you.
- Player-Facing Impact: You can declare that you are “building a bridge.” In a tense, multi-factional meeting, you successfully frame a divisive issue in a way that all parties can agree on, preventing the talks from collapsing.
Media Literacy (R2)
- GM-Oriented Impact: When a crisis breaks, you can ask the GM to identify the most powerful ethical narrative (e.g., “innocent victims,” “a solvable problem,” “a clear villain”) that will resonate with the public.
- Player-Facing Impact: You can declare that you are “countering the narrative.” You successfully plant a story or an idea with a media contact that negates one piece of disinformation or hostile propaganda being spread about your cause.
Collaborative Skills (S1)
- GM-Oriented Impact: When mobilizing a new coalition, you can ask the GM to identify the one key, influential group (e.g., a local union, a religious body) whose backing is essential for public success.
- Player-Facing Impact: You can declare you are “pooling resources.” You successfully get two or more allied organizations (NGOs, community groups) to temporarily set aside their differences and share resources for one specific, short-term goal.
Organization (SM1)
- GM-Oriented Impact: When planning a long-term aid initiative, you can ask the GM to identify the single biggest bureaucratic or logistical task that, if not managed perfectly, will halt the entire operation.
- Player-Facing Impact: You can declare that your “rollout is perfect.” You successfully manage the complex timeline of a policy change or aid mobilization, ensuring all teams act in the correct sequence to bypass a major administrative hurdle.
Abilities
1. Policy Mobilization
- GM-Oriented Impact: When rallying public support, you can ask the GM to identify the most effective, non-obvious channel to reach your target audience (e.g., “via a specific celebrity,” “through a network of local churches”).
- Skill Check: Media Literacy (R2) (Your justification is based on your analysis of the public sphere and how different demographics consume information) or Collaborative Skills (S1) (Your justification is based on your knowledge of which allied groups have the most trusted public-facing platforms).
- Player-Facing Impact: You can declare a “successful rally.” You unite a critical mass of public or political support (an NGO, a union, a large crowd) that forces one specific decision-maker to concede to a single demand.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on your skill in delivering a persuasive, interactive message that inspires action) or Organization (SM1) (Your justification is in your effective management of the campaign’s tasks, from outreach to event planning).
2. Advocacy Network
- GM-Oriented Impact: When facing a new crisis, you can ask the GM to name one influential contact in your network who has a hidden, personal stake in this specific issue, making them highly likely to help.
- Skill Check: Information Literacy (R1) (Your justification is based on your deep research into your network, knowing their backgrounds and interests) or Collaborative Skills (S1) (Your justification is based on your long-term, effective work in building a trusting, reciprocal relationship with your contacts).
- Player-Facing Impact: You can declare you are “calling in a favor.” You leverage your standing with your network to gain one significant, immediate resource (e.g., a large donation, a legal team, a transport vehicle, a public endorsement) from a major NGO or public leader.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on your ability to persuasively and ethically frame your “ask” to your contact) or Organization (SM1) (Your justification is based on your meticulous management of your contact list, knowing exactly who to call for what).
3. Ethical Influence
- GM-Oriented Impact: When attempting to persuade a high-level decision-maker, you can ask the GM to reveal the one specific moral or ethical argument (e.g., “the impact on children,” “their personal legacy,” “the hypocrisy of their position”) that will actually land.
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical analysis of your target’s known values to find the one argument that creates a contradiction) or Reflective (SM3)(Your justification is based on (re)considering the target’s public persona to find the ethical framework they claim to uphold).
- Player-Facing Impact: You can declare you are “speaking truth to power.” You deliver a powerful ethical argument that forces a large audience or a key leader to publicly back down from a morally questionable position, at least temporarily.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on your mastery of persuasive rhetoric and emotionally resonant delivery) or Media Literacy (R2) (Your justification is based on your skill in crafting a narrative so compelling that the leader cannot oppose it without looking like a villain).
4. Crisis Spokesperson
- GM-Oriented Impact: When managing a public narrative, you can ask the GM to identify the single, emerging media story (a rumor, a scoop) that poses the greatest threat to your humanitarian intervention’s success.
- Skill Check: Media Literacy (R2) (Your justification is based on your expertise in interacting with media and understanding what makes a “sticky” or “dangerous” story) or Information Literacy (R1) (Your justification is based on your ability to find and judge the fragmented data coming from various media sources).
- Player-Facing Impact: You can declare that you are “controlling the narrative.” You successfully frame the public story of a complex social crisis, ensuring one specific, positive, and actionable message (e.g., “This is solvable, and here’s how to help”) becomes the dominant media headline.
- Skill Check: Media Literacy (R2) (Your justification is based on your ability to create a compelling, easy-to-use “media package” of ideas and soundbites) or Organization (SM1) (Your justification is based on your effective management of the press conference or media release, ensuring a timely and flawless execution).
Character Alignment
- Lawful Good (The Policy Advocate): You champion ethical governance by working within the system. You draft fair laws, lobby politicians, and use your network to create lasting, structural change for social justice.
- Neutral Good (The NGO Director): You are the public face of a major aid organization. Your focus is on the practical, apolitical goal of mobilizing resources and getting help to those in need, using your network and media skills to fund your work.
- Chaotic Good (The Activist Leader): You operate from outside the system, mobilizing public protests, civil disobedience, and “loud” media campaigns to force unwilling corporations and governments to change their unethical practices.
- Lawful Neutral (The Union Leader): You are a professional advocate, bound by your duty to your organization’s members. You use your skills in policy and mobilization to fight for their interests and resources, strictly by the book.
- True Neutral (The “Davos” Man): You are a high-level “ideas” person who facilitates public-private partnerships. You believe that “ethical influence” is just another tool to make systems more efficient, connecting NGOs and corporations for mutual benefit, not for a moral cause.
- Chaotic Neutral (The Single-Issue Zealot): You are a charismatic spokesperson obsessed with oneethical cause. You will happily disrupt any other humanitarian effort if it pulls focus from your own, mobilizing your network only for your pet project.
- Lawful Evil (The “Astroturfer”): You are a corporate lobbyist who uses the language of social justice and “ethical influence” to create fake, grassroots public campaigns (“Astroturfing”) to push for destructive, but profitable, policies.
- Neutral Evil (The “Poverty Baron”): You run a large, fraudulent charitable network. You are a masterful crisis spokesperson, using your ethical influence to mobilize massive public donations, which you then embezzle.
- Chaotic Evil (The Demagogue): You are a charismatic leader who uses powerful rhetoric and “ethical” arguments to mobilize a public movement, not for justice, but to channel their anger into chaos, violence, and the persecution of a scapegoat.
Traits
1. Guiding Principle (d8)
- (The Public Will) You believe that public perception is the only true form of power, and you must shape it.
- (The System) You hold that individual actions are fleeting, but a change in policy or law is permanent.
- (The Voice) You feel a deep, driving need to be the spokesperson for a cause greater than yourself.
- (The Network) You believe that a person’s true power is measured by the influence and reach of their network.
- (The “Good”) You are driven by the principle that “doing good” is a profession that requires skill, organization, and efficiency, not just intent.
- (The Narrative) You believe that the person who controls the story, controls the world.
- (The “Why”) You are motivated by a single, personal injustice you witnessed, and you are driven to prevent that one thing from happening again.
- (The Applause) You are driven by the public validation of your work; you need the crowd to believe in you.
2. Internal Conflict (d8)
- (The “Brand”) You are a champion of ethics, but you secretly fear you’ve become a “brand,” and you are more focused on your public image than the cause.
- (The “Compromise”) You are a master of policy, but you are haunted by a “dirty” compromise you made that sacrificed one group to save another.
- (The “Savior”) You are driven to help, but you secretly fear you have a “savior complex,” and you are robbing people of their own agency.
- (The “Outrage”) You are a crisis spokesperson, but you are becoming numb and cynical, and you fear you are just “manufacturing” outrage for donations.
- (The “Numbers”) You mobilize large-scale aid, but you are terrified that you are losing sight of the individual humans you are supposed to be helping.
- (The “Hypocrite”) You are a public figure of ethical influence, but you are terrified of your own private, non-ethical flaws being exposed.
- (The “Inner Circle”) You have a vast advocacy network, but you have no real friends, and you fear you are just a collection of useful contacts.
- (The “Lie”) You are a master of media, and your greatest fear is that you have become a charismatic manipulator who can no longer tell the difference between “the truth” and “the narrative.”
3. Personality Trait (d8)
- (The “Soundbite”) You are articulate and persuasive, naturally speaking in clear, powerful, and memorable phrases.
- (The “Networker”) You are relentlessly social and gregarious, collecting names and making connections in every situation.
- (The “On-Camera”) You are always “on,” projecting an air of confidence, passion, and sincerity to everyone you meet.
- (The “Organizer”) You are a natural “cat-herder,” always trying to organize the people around you into an efficient committee or group.
- (The “Empathetic”) You have a high degree of social and emotional intelligence, able to “read the room” instantly.
- (The “Restless”) You are mission-driven and impatient, always focused on the next goal and frustrated by inaction.
- (The “Public-Facing”) You are highly conscious of your appearance and “brand,” always ensuring you are presenting yourself professionally.
- (The “Optimist”) You project a powerful, “can-do” optimism, inspiring others to believe that a large, complex problem is solvable.
4. Bond (d8)
- (The “Cause”) You are fanatically dedicated to one specific social justice issue (e.g., clean water, literacy, a specific human right).
- (The “Network”) You are fiercely loyal to your inner circle of NGO and public-opinion leaders; they are your true “family.”
- (The “First Victim”) You are bonded to the memory of the first person you failed to help, and their face motivates all your large-scale work.
- (The “Institution”) You are a patriot of your organization (the NGO, the Union, the Foundation), and you protect its reputation above all else.
- (The “Rival”) You are in a constant, public “battle” with another spokesperson who represents the opposing, unethical side of your issue.
- (The “Poster Child”) You are bonded to one specific community or person who has become the public “face” of your cause, and you protect them fiercely.
- (The “Policy”) You are dedicated to “your” one piece of legislation, the policy you drafted and have been trying to get passed for years.
- (The “Promise”) You are bound by a public promise you made (e.g., “We will end this famine,” “We will get this law passed”), and you will not break it.
5. Source of Comfort (d8)
- (The “Success Story”) You find comfort in reading and re-reading the “thank you” letters or positive media reports from a past successful campaign.
- (The “Numbers”) You find calm in reviewing the “hard data” of your success—spreadsheets of funds raised, signatures gathered, or lives saved.
- (The “Contact List”) You find solace in meticulously organizing and updating your vast, complex list of professional contacts.
- (The “Podium”) You are most comfortable when you are “on”—you find the pressure of a press conference or a high-stakes speech to be calming.
- (The “Planner”) You relax by drafting and organizing complex, long-term mobilization plans and timelines, even theoretical ones.
- (The “Biography”) You find inspiration and comfort in reading the biographies of other, historical leaders and advocates.
- (The “Off-Grid”) You seek total anonymity, “disconnecting” from all media and networks in a remote, simple place.
- (The “One-on-One”) You find solace in having a single, quiet, non-transactional conversation with one person.
6. Defining Quirk (d8)
- (The “Handshake”) You have a politician’s handshake and a “roving eye,” often looking for the next person to talk to while still talking to the last.
- (The “Soundbite-Speak”) You have a habit of speaking in polished, complete, and often dramatic sentences, as if you’re always being interviewed.
- (The “Name-Dropper”) You unconsciously “drop” the names of your influential contacts into casual conversation.
- (The “Gesticulator”) You use your hands in broad, open, and persuasive gestures when you talk.
- (The “Note-Taker”) You are constantly jotting down “action items,” “key takeaways,” and “new contacts” during conversations.
- (The “Media-Scanner”) You are constantly checking your data pad, scrolling through news feeds and social media for updates.
- (The “Op-Ed”) You “reframe” casual arguments, saying things like, “The real issue here is…” or “The narrative you should focus on is…”
- (The “Baby-Kisser”) You have a habit of smiling at everyone you pass and using “warm” but impersonal gestures (like a hand on the shoulder).
| CHARITRA | DESIGNER |
Here is the output for Role 10, based on the new data you have provided.
Role 10: The Designer
Architect of the New World
Master of Form and Function
Engineer of the Impossible Solution
Role Description
You are the builder, the one who sees the world not as it is, but as it could be. You are a master of engineering, architecture, and structural design, translating complex ideas into tangible reality. Your mind is a blueprint, and your hands are the tools that create the future.
In a world facing unprecedented structural and environmental challenges, you are the essential innovator. You don’t just build a shelter; you design a modular, disaster-proof housing system that can be deployed in a flood zone. You don’t just fix a well; you engineer a new, low-cost water filtration device from local materials. You analyze the structural integrity of a failing dam to prevent a catastrophe or design the complex, interactive digital model for a new, sustainable city. You create the innovative solutions, the complex devices, and the very infrastructure that allow humanity to adapt and thrive against systemic threats.
Your drive to create can be a dangerous obsession. Your focus on an “innovative” or “elegant” design may blind you to a simpler, more practical solution. You may become so attached to your creations that you view their failure as a personal one. Your greatest dilemma will be the moment you must choose between the “perfect” structural solution and the “good enough” one that can be built in time to save lives.
Skill Proficiencies
Creative Thinking (T2)
- GM-Oriented Impact: When designing a new device or structure, you can ask the GM to reveal an innovative, high-risk design choice that, if it works, would provide a massive, unexpected benefit.
- Player-Facing Impact: You can declare that you are generating a novel idea, allowing you to sketch out a viable, one-time-use blueprint for a complex device that solves an immediate, specific problem.
Critical Thinking (T1)
- GM-Oriented Impact: When analyzing a complex architectural solution, you can ask the GM to identify the single greatest, non-obvious structural flaw or point of failure that others would miss.
- Player-Facing Impact: You can declare that your structural evaluation is complete, allowing you to automatically identify the safest and most vulnerable parts of a building or piece of infrastructure.
Media Literacy (R2)
- GM-Oriented Impact: When presenting a complex structural design, you can ask the GM to identify the most effective interactive media format (e.g., a 3D model, a simulation) to convince a skeptical NPC of its viability.
- Player-Facing Impact: You can declare that your digital project is flawless, allowing you to create one complex, interactive structural design (a blueprint, a simulation) so perfectly that it automatically wins the approval of a key stakeholder.
Information Literacy (R1)
- GM-Oriented Impact: When reviewing technical specifications or engineering data, you can ask the GM to reveal one specific, obscure piece of data (e.g., a material’s true tolerance, a hidden power requirement) that is critical to a sound design.
- Player-Facing Impact: You can declare that you have judged the data correctly, allowing you to create an innovative solution that perfectly integrates all technical specifications, automatically succeeding on one check for its construction.
Abilities
1. Blueprint Expertise
- GM-Oriented Impact: When interpreting a complex architectural or engineering plan, you can ask the GM to reveal the original designer’s intended, but hidden, purpose or a secret feature (e.g., “This wasn’t a vault, it was a panic room”).
- Skill Check: Information Literacy (R1) (Your justification is based on your ability to interpret the technical language and data within the plans) or Literacy (C2) (Your justification is based on your skill in “reading” the visual language and symbolic conventions of the blueprint).
- Player-Facing Impact: You can declare that you “know the design.” You instantly identify one critical structural weakness or one key structural requirement (like a load-bearing wall or a power conduit) in a complex plan, no check required.
- Skill Check: Critical Thinking (T1) (Your justification is based on your rapid, logical analysis of the design’s structural integrity) or Creative Thinking (T2) (Your justification is based on your ability to see the novel potential in the design’s flaws).
2. Innovative Solutions
- GM-Oriented Impact: When you lack a specific tool or part, you can ask the GM what unconventional resources in your immediate vicinity could be combined to create a one-time, functional fix.
- Skill Check: Creative Thinking (T2) (Your justification is based on your novel idea for combining disparate, unconventional items) or Transfer (T3) (Your justification is based on your ability to apply an engineering principle from one device to a completely different set of resources).
- Player-Facing Impact: You can declare you are “engineering a fix.” You successfully construct one unique mechanical, structural, or electronic device from limited or unconventional resources that automatically solves one specific, immediate problem.
- Skill Check: Organization (SM1) (Your justification is based on your ability to manage the complex task of building, assembling, and testing your new device efficiently) or Information Literacy (R1)(Your justification is based on your technical knowledge of how the unconventional parts can be judged and integrated).
3. Structural Analysis
- GM-Oriented Impact: When analyzing an existing structure, you can ask the GM to reveal the single most critical weak point for exploitation or the single highest-risk failure point that is closest to collapse.
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical and evaluative analysis of the structure’s integrity and stress points) or Information Literacy (R1) (Your justification is based on your ability to find and interpret the small, fragmented data of the building’s wear and tear).
- Player-Facing Impact: You can declare that you are “reinforcing the point.” You create a temporary, effective reinforcement for one high-risk structural failure, preventing a collapse for a limited time and allowing the team to proceed safely.
- Skill Check: Creative Thinking (T2) (Your justification is based on your novel idea for a brace or support using available materials) or Organization (SM1) (Your justification is based on your ability to efficiently manage the time and tasks of the emergency repair).
4. Adaptive Engineering
- GM-Oriented Impact: When facing an unpredictable environmental demand (e.g., a flood, an earthquake), you can ask the GM how one of your team’s existing tools or structures can be modified to serve a completely new, defensive, or life-saving purpose.
- Skill Check: Creative Thinking (T2) (Your justification is based on your novel idea for the tool’s new function, generating a new perspective) or Transfer (T3) (Your justification is based on your ability to transfer the tool’s core function to a new context).
- Player-Facing Impact: You can declare you are “adapting the design.” You successfully modify one existing tool or structure on the fly, granting it a new, specialized function that automatically overcomes one specific mission or environmental challenge.
- Skill Check: Critical Thinking (T1) (Your justification is based on your analysis of the tool’s design, allowing you to modify it without breaking it) or Information Literacy (R1) (Your justification is based on your technical knowledge of the tool’s specifications, allowing you to “overclock” or change it safely).
Character Alignment
- Lawful Good (The “Code” Architect): You design public-works projects (hospitals, schools, clean water systems) that are sustainable, beautiful, and accessible to all, adhering strictly to safety and humanitarian codes.
- Neutral Good (The “Habitat” Engineer): You work for NGOs to design and build innovative, low-cost, and resilient solutions (like shelters, filters, or generators) for communities affected by disaster or poverty.
- Chaotic Good (The “Makeshift” Genius): You are an activist engineer who “scrounges” corporate or military-grade tech and re-engineers it to create devices that empower the disenfranchised (e.g., building a pirate radio, a free-energy grid).
- Lawful Neutral (The “By-the-Book” Builder): You are a high-level corporate or state engineer. You are loyal to the blueprint and the contract; you build what you are paid to build, exactly to spec, whether it’s a bridge or a bunker.
- True Neutral (The “Aesthete”): You are a pure architect, driven to create structures that are innovative and beautiful for their own sake. The morality or function of the building is secondary to the perfection of its design.
- Chaotic Neutral (The “Mad” Inventor): You are a brilliant but erratic engineer who builds complex, often dangerous, devices for the sheer thrill of creation. You’ll work for anyone who can fund your “next big thing.”
- Lawful Evil (The “Fortress” Designer): You are a high-end architect for the paranoid elite or oppressive regimes. You specialize in designing impenetrable fortresses, “smart” prisons, and secure bunkers that maintain their power.
- Neutral Evil (The “Planned Obsolescence” Engineer): You are a product designer who masterfully engineers structural flaws and “weak points” into your devices, ensuring they fail and consumers must buy more.
- Chaotic Evil (The “Saboteur”): You are a demolition expert or terrorist who uses your deep knowledge of structural analysis to cause maximum, catastrophic collapse, reveling in the destruction of “the system.”
Traits
1. Guiding Principle (d8)
- (The “Function”) You believe that a design’s true beauty is in its perfect, efficient function.
- (The “Innovation”) You are driven by the principle that “good enough” is the enemy of “what’s next”; you must always create something new.
- (The “Form”) You believe that form is function; the aesthetics and emotional impact of a design are its true purpose.
- (The “Legacy”) You are motivated by the desire to build something that will last—a structure or device that will outlive you.
- (The “Solution”) You are convinced that every single problem, no matter how complex, has an elegant, structural, or engineering solution.
- (The “Blueprint”) You believe in the power of the plan; a perfect design on paper is the real act of creation.
- (The “Fixer”) You are compelled to fix things; you cannot look at a broken, inefficient, or flawed system without needing to re-design it.
- (The “Builder”) You are driven by the simple, profound need to make—to turn raw materials into something complex and useful.
2. Internal Conflict (d8)
- (The “Over-Designer”) You are a perfectionist, and you are terrified of releasing a project that is not 100% perfect, often missing critical deadlines.
- (The “Glass House”) You are a master of structural integrity, but you are secretly terrified that one of your own “innovative” designs has a hidden, catastrophic flaw.
- (The “Tool”) You are a brilliant engineer, but you secretly fear you are just a “tool,” and that the people who use your designs are morally corrupt.
- (The “Junk”) You are an expert at innovative solutions, but you are a secret hoarder, terrified of throwing away any component “just in case.”
- (The “Break”) You are driven to build, but you have a secret, chaotic urge to break—to see what it takes to make a “perfect” structure collapse.
- (The “Imposter”) You are lauded for your creative designs, but you secretly fear you are a fraud and that your “one big idea” was a fluke.
- (The “Human Flaw”) You design perfect, efficient systems, but you are terrified of the “messy,” unpredictable human element that always breaks them.
- (The “Paper Tiger”) You are a master of blueprint and theory, but you secretly fear you will panic and fail when forced to build a solution with your own hands in a crisis.
3. Personality Trait (d8)
- (The “Tinkerer”) You are physically restless, your hands always needing to be busy—fiddling with a device, sketching on a pad, or taking something apart.
- (The “Visualizer”) You often “zone out,” staring at a wall or a building as you mentally deconstruct it or redesign it.
- (The “Measurer”) You have a habit of estimating angles, distances, and material properties of the objects around you.
- (The “Efficient”) You are practical and efficient, always looking for the “smarter” or “cleaner” way to perform any task.
- (The “Jargon-User”) You think and speak in the language of your trade—using terms like “load-bearing,” “tolerance,” and “interface” in casual conversation.
- (The “Problem-Solver”) You are a natural “fixer,” and you instinctively offer creative solutions to other people’s mundane problems.
- (The “Curious”) You are intensely curious about how things work, and you will often stop to examine a hinge, a circuit, or a joint.
- (The “Perfectionist”) You are meticulous and precise, and you get visibly agitated by things that are asymmetrical, inefficient, or “clumsy.”
4. Bond (d8)
- (The “Magnum Opus”) You are bonded to your one “masterpiece”—a building, a device, or a blueprint that you believe is the peak of your career.
- (The “Mentor”) You are loyal to the master engineer or architect who taught you, and you seek to uphold their design philosophy.
- (The “Studio”) You are fiercely loyal to your small team of designers and engineers; they are your true collaborators.
- (The “Failed” Design) You are haunted by a past design that failed, collapsed, or got people hurt, and you are driven to atone for it.
- (The “Rival”) Your work is defined by your intense, professional rivalry with another designer, and you are driven to out-innovate them.
- (The “Tools”) You are bonded to your specific, high-quality set of tools (digital or physical); you are almost superstitious about them.
- (The “First”) You are bonded to the first structure you ever built (a childhood home, a community center), and it is your touchstone.
- (The “Ideal”) You are not loyal to people, but to a “pure” design ideal (e.g., “sustainability,” “brutalism,” “open-source”) that guides all your work.
5. Source of Comfort (d8)
- (The “Sketch”) You find peace in the simple, repetitive act of sketching—drawing lines, angles, and theoretical designs.
- (The “Workshop”) You find calm in the smell of your workshop (oil, sawdust, hot metal) and the organized chaos of your tools.
- (The “Manual”) You relax by reading dense, complex technical manuals, blueprints, or engineering textbooks.
- (The “Assembly”) You find solace in the methodical, hands-on process of assembling something complex (a model, an engine, a piece of furniture).
- (The “CAD”) You find comfort in the clean, logical, and ordered world of a digital design (CAD) program.
- (The “Maintenance”) You find peace in the simple, repetitive ritual of cleaning, oiling, and maintaining your tools.
- (The “Site”) You find comfort in just being in a place of grand design—a massive bridge, a soaring cathedral, a complex factory.
- (The “Deconstruction”) You relax by taking apart an old, broken device to see how it worked, with no intention of fixing it.
6. Defining Quirk (d8)
- (The “Tester”) You instinctively “test” the structural integrity of things—tapping on walls, leaning on railings, wiggling table legs.
- (The “Doodler”) You are a compulsive doodler of 3D cubes, geometric shapes, and impossible structures in the margins of everything.
- (The “Re-Designer”) You are constantly “fixing” your environment, (e.g., “This room would be so much more efficient if you moved the door…”).
- (The “Leveler”) You have a habit of compulsively straightening tilted picture frames or aligning objects into parallel lines.
- (The “Materialist”) You are always touching the materials around you—feeling the grain of the wood, the cold of the steel, the texture of the concrete.
- (The “Air-Designer”) You use your hands to “draw” or “sculpt” your ideas in the air as you describe them.
- (The “Squint”) You have a habit of squinting at a structure, as if to “see” its underlying geometry and stress lines.
- (The “Tool-Belt”) You are never without a basic, multi-functional tool, and you are always using it for some minor task.
| CHARITRA | INFLUENCER |
Here is the output for Role 11, based on the new data you have provided.
Role 11: The Influencer
Shaper of Public Perception
Architect of the Narrative
Voice of the Collective Mind
Role Description
You are the voice that speaks to millions, the face on the screen, the mind behind the message. You don’t just follow cultural trends; you create them. Your power is not in what you do, but in what you can make everyone else think, feel, and believe.
In a world driven by competing narratives, you are the ultimate weapon of perception. You are the charismatic figure who can turn an apathetic public into a mobilized force for a cause—or against one. You use mass media to reframe a complex political issue, making your side’s solution seem like the only “common sense” choice. You can launch a viral campaign that destroys a corrupt corporation’s reputation overnight or manufactures a hero out of a simple aid worker. Your ability to sway widespread opinion is critical for funding humanitarian projects, destabilizing oppressive regimes by winning “hearts and minds,” or controlling the political narrative long before a single vote is cast.
This power over the collective mind is intoxicating. You may begin to believe your own propaganda, blurring the line between the truth and the narrative you created. You will be tempted to use your influence for personal gain, and your greatest dilemma will be deciding if a “noble” lie is justified to achieve an ethical outcome.
Skill Proficiencies
Interpersonal Communication (C1)
- GM-Oriented Impact: When interacting with a new person or small group, you can ask the GM to reveal the specific charismatic approach (e.g., “vulnerability,” “authority,” “shared anger”) that will win their trust.
- Player-Facing Impact: You can declare that you are “turning on the charm,” allowing you to automatically win the personal trust of one non-hostile NPC, making them highly receptive to your message.
Media Literacy (R2)
- GM-Oriented Impact: When creating persuasive content, you can ask the GM to identify the single most effective media channel and format (e.g., “a short, emotional video,” “a formal-looking article”) to reach your target demographic.
- Player-Facing Impact: You can declare that your “content is perfect.” You create a piece of persuasive media that automatically bypasses one major obstacle (like a skeptical editor or a media firewall) and reaches its intended mass audience.
Literacy (C2)
- GM-Oriented Impact: When crafting a speech or political narrative, you can ask the GM to reveal the one specific “power phrase” or slogan that will be the most memorable, persuasive, and “sticky” for your audience.
- Player-Facing Impact: You can declare that your “message is precise.” You write a speech or public statement so perfectly that it cannot be easily misinterpreted by a hostile media outlet, negating one attempt to twist your words.
Emotional Management (SM2)
- GM-Oriented Impact: When addressing a large audience, you can ask the GM to reveal the crowd’s current, underlying emotional state (e.g., “they are afraid,” “they are angry,” “they are bored”) so you can effectively manipulate it.
- Player-Facing Impact: You can declare you are “reading the room.” You successfully shift the primary emotion of a large audience in a desired direction (e.g., “calming an angry mob,” “inspiring an apathetic crowd”), automatically succeeding on the check.
Abilities
1. Mass Persuasion
- GM-Oriented Impact: When disseminating a message, you can ask the GM to identify the key demographic or social group that is most resistant to it, and the core reason why, allowing you to tailor your narrative.
- Skill Check: Media Literacy (R2) (Your justification is based on your analysis of media consumption habits and the demographic data of who is not engaging) or Critical Thinking (T1)(Your justification is based on logically deducing the group whose core beliefs or interests are most threatened by your message).
- Player-Facing Impact: You can declare your “narrative is set.” You successfully shift a public narrativeon one specific issue, causing a key NPC (a politician, a CEO) to publicly change their stance in response to the new emotional wave.
- Skill Check: Literacy (C2) (Your justification is based on your precise and powerful use of language to craft a message that is both compelling and easy to repeat) or Emotional Management (SM2)(Your justification is based on your skill in crafting a narrative that directly targets and manipulates the audience’s core emotions).
2. Viral Influence
- GM-Oriented Impact: When you are about to launch a message, you can ask the GM to reveal the one non-obvious “accelerant” (e.g., “an endorsement from a rival influencer,” “a ‘leaked’ document”) that will make it spread exponentially.
- Skill Check: Creative Thinking (T2) (Your justification is based on your novel idea for a ‘hook’ or ‘gimmick’ that is inherently shareable and bypasses logical critique) or Media Literacy (R2) (Your justification is based on your expert understanding of the media algorithms and sharing trends that create virality).
- Player-Facing Impact: You can declare your message is “going viral.” Your message spreads exponentially, reaching a massive, unintended audience and automatically becoming the dominant topicof conversation in the narrative for the next news cycle.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on the sheer charismatic power and persuasive ‘stickiness’ of the message itself, making people want to share it) or Organization (SM1) (Your justification is based on your meticulous management of the message’s ‘launch,’ seeding it with the right accounts at the right time).
3. Disinformation Control
- GM-Oriented Impact: When you spot enemy propaganda, you can ask the GM to reveal its true, hidden source or the covert vector it is using to spread (e.g., “a foreign-owned bot-farm,” “a compromised news anchor”).
- Skill Check: Information Literacy (R1) (Your justification is based on your ability to trace the data and find the origin point of the information) or Media Literacy (R2) (Your justification is based on your interaction with the media, allowing you to recognize the propaganda’s stylistic ‘signature’ and distribution pattern).
- Player-Facing Impact: You can declare you are “launching a counter-narrative.” You immediately kill a piece of disinformation about you or your mission, automatically convincing one key ally or the general public that it was a lie.
- Skill Check: Literacy (C2) (Your justification is based on your ability to use precise, devastating language to deconstruct the lie and frame your counter-argument) or Creative Thinking (T2) (Your justification is based on your novel idea for a better story that is more emotionally compelling than the enemy’s propaganda).
4. Charismatic Authority
- GM-Oriented Impact: When you first enter a social setting, you can ask the GM to identify the most influential person in the room and what they value (e.g., “power,” “honesty,” “humor”), so you can win them over first.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on your ability to read the room and identify the social ‘center of gravity’ through charisma and observation) or Social (S1)(Your justification is based on your skill in intuitively navigating complex group dynamics and power structures).
- Player-Facing Impact: You can declare you “own the room.” You command immediate and widespread attention with your stage presence, silencing a hostile crowd or captivating a neutral one, making them hang on your every word for your entire speech.
- Skill Check: Emotional Management (SM2) (Your justification is based on your mastery of your own state of mind, projecting an aura of unshakable confidence) or Interpersonal Communication (C1) (Your justification is based on your raw, natural charisma and powerful verbal dexterity).
Character Alignment
- Lawful Good (The Public Advocate): You use your charisma and media skills to build broad, truthful, and organized movements for social justice and ethical policy, working with the system to change it.
- Neutral Good (The Fundraiser): You are the charismatic face of an NGO, using mass media to tell powerful, emotional stories that mobilize aid, manage public perception, and save lives.
- Chaotic Good (The “Voice” of the People): You are an independent media personality or activist who uses viral influence and charismatic authority to expose corporate or political corruption and organize dissent outside of established channels.
- Lawful Neutral (The Press Secretary): You are the official spokesperson for a government or corporation. You use precise language and disinformation control to “stay on message,” manage the narrative, and protect the institution as per your duties.
- True Neutral (The “Celebrity”): You are a non-political social media star or celebrity who just follows and creates cultural trends for fame and fortune. Your mass influence is a byproduct, not a goal.
- Chaotic Neutral (The “Shock Jock”): You are a media personality who thrives on chaos. You use charismatic authority and mass persuasion to provoke, entertain, and disrupt, regardless of the consequences or who gets hurt.
- Lawful Evil (The Propagandist): You are a state-media personality who skillfully uses disinformation control and mass persuasion to manufacture consent, demonize enemies, and maintain a regime’s iron grip on the public narrative.
- Neutral Evil (The “Guru”): You are a charismatic con artist or cult leader who creates a compelling “brand” to build a cult of personality, all for the purpose of amassing personal wealth and power from your followers.
- Chaotic Evil (The Demagogue): You are a media-savvy anarchist who uses viral influence and charismatic authority to spread nihilistic ideas, incite chaos, and turn the public against itself, just to watch the world burn.
Traits
1. Guiding Principle (d8)
- (The Narrative) You believe that “truth” is just the best story, and you are driven to tell it.
- (The Mirror) You hold that you don’t create opinion; you just reflect and amplify what the masses already feel.
- (The Spotlight) You believe the world only cares about what it can see, and you are driven to be seen.
- (The Trend) You are convinced that culture is the true engine of change, not politics.
- (The Platform) You believe that having a platform is a responsibility, and you are driven to use it.
- (The “Like”) You believe your value and the truth of your message are measured by your reach and audience approval.
- (The “Brand”) You hold that you are not a person, you are a “brand,” and the brand must be protected and grown at all costs.
- (The “Mind”) You are convinced that if you can control what people think, you can control the world.
2. Internal Conflict (d8)
- (The “Echo Chamber”) You are so good at managing your audience’s emotions that you are terrified you’ve lost touch with your own.
- (The “Empty”) You are a charismatic authority, but you are terrified that you have no original thoughts and are just a “pretty face” for other people’s ideas.
- (The “One Bad Post”) Your power is built on public perception, and you are paranoid that you are one “cancellation” or scandal away from losing everything.
- (The “Believer”) You are so good at selling a narrative that you are terrified you’ve started believing your own lies.
- (The “Vampire”) You feed on the crowd’s attention and validation, and you are secretly terrified of being alone, ignored, or irrelevant.
- (The “Fraud”) Your entire “authentic” public persona is a carefully constructed lie, and you fear being exposed.
- (The “Monster”) You can sway millions with a word, and you secretly fear you are a monster for manipulating people so easily.
- (The “Target”) You are an expert at disinformation control, which makes you paranoid that all media, including your allies’, is a potential attack on you.
3. Personality Trait (d8)
- (The “Self-Monitor”) You are hyper-aware of how you are being perceived, constantly adjusting your body language, tone, and word choice.
- (The “Storyteller”) You instinctively frame all information, even simple facts, as a compelling, emotional story.
- (The “Charismatic”) You have a natural “it” factor; people are just drawn to you and want to hear what you say.
- (The “Trend-Spotter”) You are intensely observant of new trends, words, and fashions, adopting them instantly.
- (The “Center-of-Attention”) You are “on” in any social setting, big or small, and you tend to dominate the conversation.
- (The “Chameleon”) You have a knack for subtly mirroring the person you’re speaking to, making them feel instantly understood.
- (The “Memorable”) You have a powerful, distinct voice and a knack for coining memorable, “sticky” phrases.
- (The “Social-Radar”) You are keenly perceptive, able to read and respond to the emotional state of a room instantly.
4. Bond (d8)
- (The “Audience”) You are fiercely loyal to your “followers” or “fanbase” as a collective entity, and you feel a duty to protect them.
- (The “Message”) You are bonded to a single, core idea (a political cause, a social theory, a brand identity) that you have built your life around.
- (The “Rival”) Your career is defined by your public feud with a rival influencer who represents everything you’re against.
- (The “Platform”) You are bonded to your specific media platform (your show, your channel, your publication) and would do anything to protect it.
- (The “Anchor”) You are loyal to the one person who knew you before you were “The Influencer,” and they are your anchor to reality.
- (The “Brand”) You are loyal not to a person, but to your brand and the aspirational lifestyle it represents.
- (The “Handler”) You are bonded to your unseen manager or producer, who is the “brains” behind your “face.”
- (The “Muse”) You are driven by the story of a single “victim” or “hero” whose narrative you adopted, and you now fight for them.
5. Source of Comfort (d8)
- (The “Feed”) You find comfort in the simple, mindless act of scrolling through your (positive) social media feeds.
- (The “Stats”) You relax by checking your “analytics”—views, likes, shares, and positive comments.
- (The “Green Room”) You find peace in the quiet, isolated “limbo” of a green room or a studio just before you go “live.”
- (The “Ritual”) You find comfort in the ritual of “getting ready”—applying makeup, fixing your hair, and putting on your public “face.”
- (The “Echo Chamber”) You relax by talking to a small, private group of your most devoted followers who validate you.
- (The “Creation”) You find solace in the purely creative, technical process of editing—cutting video, designing a graphic, writing a script.
- (The “Disconnect”) You find comfort in being completely “off-grid”—no signal, no screens, no one watching.
- (The “Voice”) You find calm in practicing elocution or just listening to the sound of your own voice on a recording.
6. Defining Quirk (d8)
- (The “Camera-Ready”) You instinctively “pose” or “frame” your face when you talk to someone, as if a camera is on.
- (The “Slogan”) You have a habit of using your own “catchphrases” or slogans in normal conversation.
- (The “Selfie”) You are constantly taking photos, videos, or audio notes of your experiences, even mundane ones.
- (The “Vocal-Trend”) You affect a specific, recognizable vocal trend (like vocal fry, or an “announcer” voice) when you speak.
- (The “Brand-Check”) You compulsively check your appearance in every reflective surface—windows, spoons, blank screens.
- (The “Signature”) You have a “signature” physical gesture (a wink, a thumbs-up, a specific smile) that you use on your audience.
- (The “Comment-Reader”) You have a habit of reading your own press, reviews, or the comments sections about yourself.
- (The “People-Pleaser”) You are a “chameleon” in conversation, quickly agreeing with others or mirroring them to gain their approval.
| CHARITRA | CATALYST |
Here is the output for Role 12, based on the new data you have provided.
Role 12: The Catalyst
Agent of Unforeseen Change
Harbinger of Disruption
Master of the Unstable Variable
**Role Description
You are the unpredictable force, the element of chaos that breaks every plan. You don’t just operate “outside the box”; you set the box on fire. You thrive in the moments when all systems fail, seeing the battlefield of uncertainty as your personal playground.
In a world paralyzed by bureaucracy and “established norms” that perpetuate suffering, you are the one who shatters the stalemate. When a corrupt system holds critical aid in a legal gridlock, you are the one who creates a “scandal” or “crisis” that forces its immediate release. You are the wild card who can join a failing protest and, through one unpredictable act, turn it from a defensive rout into an offensive victory that topples a local official. You are the disruptive energy that can’t be planned for, the one who sees that the only way to fix a broken, entrenched system is to first introduce a variable so chaotic that the entire structure must adapt or collapse.
Be warned, you are a dangerously blunt instrument. Your actions are, by nature, unpredictable, and you cannot always control the shrapnel. Your “disruptive energy” may cause severe collateral damage, harming the very people you sought to help. You may be seen as a liability by your own allies, and you will have to confront the reality that the line between a “catalyst for change” and a “simple anarchist” is one you walk every single day.
Skill Proficiencies
Creative Thinking (T2)
- GM-Oriented Impact: When a situation is completely stable or deadlocked, you can ask the GM to reveal one novel, high-risk, non-obvious action that would completely change the flow of events.
- Player-Facing Impact: You can declare that you are “acting outside the norms,” allowing you to attempt one completely unorthodox action (like “surrendering” to start a riot) that bypasses conventional defenses or expectations.
Emotional Management (SM2)
- GM-Oriented Impact: In a situation of high chaos or uncertainty, you can ask the GM to reveal the single most effective, stabilizing action you could take (e.g., “calm the crowd,” “focus on the real threat”) that cuts through the noise.
- Player-Facing Impact: You can declare that you are “thriving in chaos.” You automatically pass one check to resist panic, fear, or confusion from a sudden, unpredictable event, allowing you to take your turn first in a new, chaotic round.
Transfer (T3)
- GM-Oriented Impact: When facing a problem with no clear solution, you can ask the GM how a skill or piece of knowledge from a totally different context (e.g., “knowledge of geology,” “experience as a chef”) could be used to create a sudden, new path forward.
- Player-Facing Impact: You can declare you are “changing the context.” You apply a skill in a completely unexpected way (e.g., use a “social” skill in combat, or a “physical” skill in a negotiation) to solve a problem, automatically succeeding on one related check.
Reflective Skills (SM3)
- GM-Oriented Impact: When an established norm or plan is failing, you can ask the GM to reveal the fundamental, un-questioned assumption that everyone (including your team) is making, which is why the plan is failing.
- Player-Facing Impact: You can declare that you are “breaking the process.” You intentionally defy one of your team’s established procedures or “norms,” and in doing so, you create an unexpected opening or bypass a major obstacle.
Abilities
1. Unstable Momentum
- GM-Oriented Impact: In a chaotic situation, you can ask the GM to identify the single, fleeting moment of opportunity (e.g., “the guard is distracted,” “the system is rebooting”) that you can exploit for a massive advantage.
- Skill Check: Information Literacy (R1) (Your justification is based on your ability to find and instantly interpret the new, fragmented data of the chaotic event) or Critical Thinking (T1) (Your justification is based on your rapid, logical analysis of the new situation to see the opportunity in the chaos).
- Player-Facing Impact: You can declare you are “seizing the moment.” You immediately take one extra, free action to exploit a momentary confusion or unexpected event, turning a defensive situation into an offensive one.
- Skill Check: Emotional Management (SM2) (Your justification is based on your ability to manage your surprise and act decisively while others are still processing the confusion) or Creative Thinking (T2) (Your justification is based on your novel idea of how to use that moment of confusion to your advantage).
2. Adaptive Instincts
- GM-Oriented Impact: When a pre-planned strategy is completely failing, you can ask the GM to reveal the single, unforeseen variable (e.g., “that civilian is the real leader,” “the fire is helping us”) that, if leveraged, could be the key to a new tactic.
- Skill Check: Reflective (SM3) (Your justification is based on your ability to (re)consider and instantly discard the failing plan, allowing you to see the new variable clearly) or Critical Thinking (T1) (Your justification is based on your logical analysis of why the plan is failing, which points you to the new, critical variable).
- Player-Facing Impact: You can declare you are “ditching the plan.” You immediately switch to an entirely new, effective tactic on the fly, granting yourself and one ally a mechanical advantage on your next actions as you adapt faster than the enemy.
- Skill Check: Creative Thinking (T2) (Your justification is based on your ability to generate a novel, effective, and complete new plan in a single instant) or Emotional Management (SM2) (Your justification is based on your ability to calmly manage the stress of a total plan failure, allowing you to think clearly and pivot).
3. Disruptive Energy
- GM-Oriented Impact: When an enemy is executing a flawless plan, you can ask the GM to identify the single most rigid or fragile part of their operation (e.g., “their precise timing,” “their reliance on one piece of tech,” “their leader’s ego”).
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical analysis of their plan to find its lynchpin or single point of failure) or Transfer (T3) (Your justification is based on your knowledge of how all established plans fail, and applying that knowledge here).
- Player-Facing Impact: You can declare you are “introducing chaos.” You perform one calculated, unpredictable action that throws the enemy’s plans and forces into severe disarray, imposing a significant mechanical penalty on all enemies for one round.
- Skill Check: Creative Thinking (T2) (Your justification is based on your novel idea for what to do—an action so outside the norm that they have no protocol for it) or Social (S1) (Your justification is based on your ability to disrupt their social cohesion, perhaps by “accidentally” inciting an argument or panic).
4. Wild Card
- GM-Oriented Impact: Once per mission, you can ask the GM to reveal how a completely random, unexpected event (e.g., “a sudden power outage,” “the arrival of a third party,” “a fire alarm”) could be triggered by you to influence the current situation.
- Skill Check: Creative Thinking (T2) (Your justification is based on your ability to generate a truly “left-field” idea that no one else would even consider) or Reflective (SM3) (Your justification is based on your (re)consideration of the entire situation, looking for a variable that is not even part of the current “game”).
- Player-Facing Impact: Once per mission, you can declare you are the “Wild Card.” You introduce an unexpected, highly impactful narrative event that no one could have planned for (e.g., “I pull the fire alarm,” “I “accidentally” knock this server rack over,” “I kiss the hostage-taker”). The GM must accept this new reality.
- Skill Check: Emotional Management (SM2) (Your justification is based on your ability to manage your own state of mind well enough to take this massive, unpredictable risk with confidence) or Transfer (T3) (Your justification is based on your ability to transfer a “chaos” tactic from a completely different context to this one, with explosive results).
Character Alignment
- Lawful Good (The “Reformer”): You are a “white hat” hacker or internal auditor who intentionally triggers a crisis (like a “benign” system crash or a “controlled” leak) to force a corrupt but rigid institution to finally reform.
- Neutral Good (The “Agent Provocateur”): You are an activist who joins a failing movement and uses disruptive (but non-violent) energy to get it media attention, turning a defensive situation into an offensive one.
- Chaotic Good (The “Liberator”): You are a “loose cannon” who operates outside all norms, believing that stagnant, unjust systems can only be broken by introducing chaos and unpredictable, disruptive force.
- Lawful Neutral (The “Stress Tester”): You are a professional “red team” specialist, hired by organizations to be the “wild card” and use disruptive energy to test their systems, find their flaws, and force them to adapt.
- True Neutral (The “Adrenaline Junkie”): You are a “storm-chaser” or chaos-tourist. You don’t causethe chaos, but you thrive in it. You use your adaptive instincts to survive (and profit from) unpredictable, dangerous situations.
- Chaotic Neutral (The “Anarchist”): You are a “trickster” who believes that all established norms, plans, and systems are illusions. You use your adaptive instincts to create chaos for its own sake, just to prove your point.
- Lawful Evil (The “Inside Trader”): You are a corporate raider who uses “wild card” information (an “anonymous” tip, a “sudden” lawsuit) to introduce chaos into a rival company, destabilizing them just enough for a hostile takeover.
- Neutral Evil (The “Opportunist”): You are a master of “unstable momentum.” You wait for a crisis, then use your adaptive instincts to exploit the chaos and confusion for your own, purely personal profit or gain.
- Chaotic Evil (The “Terrorist”): You are a “Joker” figure who uses disruptive energy to throw entire cities into disarray. You believe that chaos is the true state of being, and you are its agent.
Traits
1. Guiding Principle (d8)
- (The “Stalemate”) You believe that “order” is just a stalemate, and that true progress only comes from chaos.
- (The “Button”) You are driven by the simple, profound need to “see what happens” when you push the button.
- (The “Plan”) You believe that any plan is a cage, and you are driven to prove that all plans will fail.
- (The “Moment”) You are convinced that life is decided not by grand strategies, but by how you act in a single, sudden, unforeseen moment.
- (The “Flow”) You see the world as a river of events, and you are driven to be the “rock” that suddenly changes its course.
- (The “Jolt”) You believe that systems, and people, only grow when they are shocked out of their complacency.
- (The “Adaptation”) You hold that “adaptation” is the only true virtue; those who can’t change, don’t deserve to survive.
- (The “Norm”) You are driven to defy all established norms, just to prove that they are arbitrary.
2. Internal Conflict (d8)
- (The “Addict”) You thrive on chaos and uncertainty, but you are secretly terrified of a life that is stable, predictable, and “boring.”
- (The “Monster”) You are a master of disruptive energy, but you are haunted by the “collateral damage”—the innocent people you’ve hurt with your chaos.
- (The “Liability”) You are a “wild card,” but you secretly fear that you are just a reckless liability to your team, not an asset.
- (The “Lonely”) You are so unpredictable that you fear you are incapable of forming stable, trusting relationships with anyone.
- (The “Reckless”) You have “adaptive instincts,” but you secretly fear you are just an impulsive child with no self-control.
- (The “Uncontrolled”) Your greatest fear is that you will one day unleash a “disruptive energy” so great that even you can’t manage it.
- (The “One-Trick”) You are brilliant in a crisis, but you secretly feel useless and inadequate in a “normal,” stable, planning situation.
- (The “Fake”) You project an aura of thriving in chaos, but you are just as terrified as everyone else; you are just better at managing the appearance of calm.
3. Personality Trait (d8)
- (The “Impulsive”) You are highly impulsive and often act on a “gut feeling” before your logical mind can catch up.
- (The “Restless”) You are easily bored, constantly fidgeting, changing topics, or looking for the next “new” thing.
- (The “Unflappable”) You have a strange, unnerving calm in the middle of total panic and chaos.
- (The “Contrarian”) You have an instinctive need to play “devil’s advocate” and question every established plan or norm.
- (The “Excitable”) You become visibly more energetic, happy, and focused when a situation becomes chaotic or uncertain.
- (The “Unreadable”) You are a “wild card” in conversation, with a poker face and unpredictable responses.
- (The “Prober”) You have a habit of “poking” at things—people, plans, devices—just to see how they will react.
- (The “Thrill-Seeker”) You are a natural risk-taker, always suggesting the high-risk, high-reward option.
4. Bond (d8)
- (The “Normal”) You are fiercely loyal to one stable, “boring” person (a family member, an old friend) who is your anchor.
- (The “Rival”) You are bonded to a “lawful” rival (a Tactician, a Sentinel) and are obsessed with proving your chaotic method is superior to their “order.”
- (The “Ignition”) You are bonded to the first system you ever “broke”—the event that showed you your power.
- (The “Handler”) You are loyal to the one person on your team (the Leader, the Negotiator) who can “handle” you and trusts you.
- (The “Aftermath”) You are haunted by the catastrophic results of a “disruption” you caused in the past, and you are driven to atone for it.
- (The “Team”) You are fiercely protective of your team because you are the one who constantly puts them in danger.
- (The “Anthem”) You are bonded to a “cause” (anarchy, a specific rebellion) that is as disruptive as you are.
- (The “Game”) You are not loyal to people, but to the “game” itself—the thrill of uncertainty and the challenge of adaptation.
5. Source of Comfort (d8)
- (The “Storm”) You find profound peace in loud, chaotic, and unpredictable environments (a raging storm, a mosh pit, a busy trading floor).
- (The “Gamble”) You relax by taking small, meaningless risks (gambling, betting, games of pure chance).
- (The “Physical”) You find calm in intense, high-adrenaline physical exertion (sprinting, parkour, high-impact sports).
- (The “White Noise”) You find comfort in total sensory overload—blasting loud, complex, or dissonant music.
- (The “New”) You find solace in novelty—constantly trying new foods, new routes, new experiences.
- (The “Test”) You find comfort in testing your own limits (e.g., holding your breath, solving a puzzle in a stupidly short time).
- (The “Crash”) You relax by building something simple (a house of cards, a domino line) and then destroying it.
- (The “Center”) You are most comfortable when you are the absolute center of attention in a chaotic social situation.
6. Defining Quirk (d8)
- (The “Button-Pusher”) You have a habit of “testing” your environment (e.g., “What does this button do?”, “Is this door locked?”).
- (The “Coin-Flipper”) You make many of your minor, mundane decisions by flipping a coin.
- (The “Distraction”) You are easily and visibly distracted by any new stimulus—a sound, a light, a new person.
- (The “Stirrer”) You have a habit of “stirring the pot,” making provocative or contrarian statements in a quiet room just to see what happens.
- (The “Gamble-Smile”) You have a habit of smiling or laughing at inappropriate, high-stress, or dangerous moments.
- (The “Personal-Space”) You are a “close-talker” and have a habit of being unpredictably “in-your-face,” or the exact opposite.
- (The “Alias”) You use a different name or backstory for yourself in almost every new social situation “for fun.”
- (The “Joker”) You are a relentless practical joker, even in high-stakes situations.
| CHARITRA | ARTISAN |
Here is the output for Role 13, based on the new data you have provided.
Role 13: The Artisan
Creator of the Critical Tool
Maker of Symbolic Meaning
Shaper of Steel and Sentiment
Role Description
You are the maker, the master of the tangible. You see the world as raw material, a canvas for your unparalleled skill. You believe that the right object, crafted at the right time, holds more power than any army or speech.
In a world of systemic problems, your power is in creation. You are the one who crafts the complex, specialized tool that allows a team to disarm a new kind of “un-disarmable” landmine. You build the one-of-a-kind, hyper-efficient water filtration device from local scraps that a mass-produced model can’t match. But your power is not just functional; it is deeply symbolic. You are the one who crafts the “perfect gift” for a reclusive warlord, an object of such “aesthetic persuasion” that it opens a door for negotiation that all diplomats failed to. You interpret the hidden, symbolic meaning in an ancient artifact, revealing the cultural secret that can avert a modern-day conflict. Your craft is the bridge between the physical and the ideological, a tangible expression of power that can sway a mind or save a life.
Be warned, this obsession with your craft can be all-consuming. You may begin to see people as secondary to your creations, a mere audience for your mastery. You may spend days perfecting a tool when a “good enough” version was needed in hours, causing a mission to fail. The line between “aesthetic persuasion” and “emotional manipulation” is dangerously thin, and you may find your art is a weapon you cannot always control.
Skill Proficiencies
Creative Thinking (T2)
- GM-Oriented Impact: When you have access to raw materials, you can ask the GM to reveal an innovative, unexpected object (a complex tool or a piece of symbolic art) that you could create to solve your current, specific problem.
- Player-Facing Impact: You can declare a “stroke of genius.” You invent a novel design for a single-use complex tool that, once crafted, automatically succeeds at the one specific, specialized task it was built for.
Reflective Skills (SM3)
- GM-Oriented Impact: When an object you crafted underperforms, you can ask the GM to reveal the fundamental, hidden flaw in your creation process or material choice that led to the failure, allowing you to learn from it.
- Player-Facing Impact: You can declare you are “refining the process.” By spending extra time on its creation, you craft an object that has one permanent, additional mechanical benefit (e.g., “it’s perfectly silent,” “it’s untraceable,” “it’s surprisingly durable”) beyond its normal function.
Emotional Management (SM2)
- GM-Oriented Impact: When you begin to craft a piece of symbolic art, you can ask the GM what specific, deep-seated emotion (e.g., “nostalgia,” “awe,” “guilt,” “fear”) would be most effective in manipulating your intended audience.
- Player-Facing Impact: You can declare you are “channeling emotion.” You infuse a crafted object with such powerful feeling that the first person who views or holds it must pass a check to resist the overwhelming emotional state you intended, making them vulnerable.
Literacy (C2)
- GM-Oriented Impact: When researching or gathering materials, you can ask the GM to reveal one obscure but critical piece of information about a material (e.g., “its hidden symbolic meaning to a local tribe,” “its unknown conductive properties”).
- Player-Facing Impact: You can declare you are “communicating its purpose.” You write a description, history, or plaque for one of your crafted objects that is so compelling, its perceived value (monetary or social) is instantly doubled to any NPC who reads it.
Abilities
1. Master Craftsmanship
- GM-Oriented Impact: When you examine a high-quality or mass-produced item, you can ask the GM to reveal its single, hidden design flaw or manufacturing shortcut that makes it inferior to a true master-crafted version.
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical analysis of the object’s design, materials, and construction to find its weakness) or Reflective (SM3) (Your justification is based on (re)considering the item’s creation process to see where the original maker compromised).
- Player-Facing Impact: You can declare you are “building a masterpiece.” You create one object or tool of such unparalleled quality that it provides a permanent, significant mechanical bonus to any ally who uses it for its intended purpose.
- Skill Check: Creative Thinking (T2) (Your justification is based on the novel design and innovative techniques you are incorporating into its creation) or Organization (SM1) (Your justification is based on your meticulous management of the time and tasks required to achieve this level of perfection).
2. Aesthetic Persuasion
- GM-Oriented Impact: When you present a crafted object as a gift or offering to an NPC, you can ask the GM what specific, deep-seated memory or emotion this object evokes in them, revealing a hidden aspect of their personality or past.
- Skill Check: Emotional Management (SM2) (Your justification is based on your skill in crafting the object to intentionally trigger a specific emotional response) or Interpersonal Communication (C1) (Your justification is based on your ability to “read” the target and choose the perfect object to communicate respect, fear, or nostalgia).
- Player-Facing Impact: You can declare you are “brokering with beauty.” You use a piece of symbolic art or a master-crafted object to defuse a tense social situation, forcing a hostile NPC (or group) to pause and reconsider their position, stopping an argument or delaying an attack for one round.
- Skill Check: Creative Thinking (T2) (Your justification is based on the object’s novel, disarming, and perspective-changing nature) or Social (S1) (Your justification is based on your skill in using the object to find an unexpected “common ground” with the hostile group).
3. Functional Artifacts
- GM-Oriented Impact: When you need a specialized, complex tool right now, you can ask the GM what unconventional, local materials in your immediate vicinity could be combined to fabricate a “good enough,” single-use version.
- Skill Check: Creative Thinking (T2) (Your justification is based on your novel idea for combining disparate materials into a functional whole) or Information Literacy (R1) (Your justification is based on your ability to find and interpret data on what local resources are available and suitable).
- Player-Facing Impact: You can declare you are “improvising a solution.” You quickly fabricate or modify a specialized device (e.g., a lockpick, a listening device, a medical brace) that automatically bypasses one specific, immediate, and complex obstacle.
- Skill Check: Organization (SM1) (Your justification is based on your ability to manage the task of fabrication efficiently, even under extreme time pressure) or Transfer (T3) (Your justification is based on your ability to apply your knowledge of “ideal” tool-crafting to this “improvised” context).
4. Symbolic Meaning
- GM-Oriented Impact: When you examine a piece of art, an ancient artifact, or a state-sponsored symbol (like a flag or statue), you can ask the GM to reveal the hidden, encoded message (e.g., “a secret threat,” “a map,” “a confession”) embedded in it by its original creator.
- Skill Check: Literacy (C2) (Your justification is based on your ability to read the complex, symbolic “language” of art and culture) or Information Literacy (R1) (Your justification is based on your ability to find the data (provenance, history) of the object to interpret its context).
- Player-Facing Impact: You can declare you have “read the symbol.” You interpret the deeper meaningin an object, which reveals one critical, actionable piece of information (e.g., “the location of a secret door,” “the faction’s hidden motive,” “the target’s psychological weakness”).
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical analysis of the symbol’s components to evaluate its hidden meaning) or Reflective (SM3) (Your justification is based on (re)considering the symbol’s cultural context, not just its surface appearance).
Character Alignment
- Lawful Good (The Restorer): You meticulously craft specialized tools to help others (like prosthetics for victims) or perfectly restore damaged cultural artifacts, believing that preserving beauty and function is a moral duty.
- Neutral Good (The Community Maker): You are a master craftsperson who travels to communities in need, teaching them your skills and helping them build the functional, high-quality tools (like wells, looms, or generators) they need to thrive.
- Chaotic Good (The “Artful Dodger”): You are a rebel artisan who crafts “functional artifacts” (e.g., high-tech lockpicks, untraceable communication devices, disguise kits) to help activists and rebels subvert oppressive systems.
- Lawful Neutral (The Guild Master): You are a consummate professional, loyal to the “rules” of your craft and your contract. You will build a flawless object, exactly to spec, for any client who pays, whether it’s a hospital or a prison.
- True Neutral (The “Pure” Artist): You are a reclusive genius, driven only by the personal, obsessive need to create the “perfect” object. The morality, function, or “meaning” of your art is irrelevant to you; only the act of creation matters.
- Chaotic Neutral (The Eccentric): You are a “mad” inventor who creates bizarre, complex, and fascinating objects just to see if you can. You are loyal only to your muse, and your creations are as likely to be useless as they are to be revolutionary.
- Lawful Evil (The “Trapmaker”): You are a high-end artisan for an oppressive regime. You use your master craftsmanship to design and build beautiful, intricate, and “functional” objects like high-tech torture devices or elegant execution machines.
- Neutral Evil (The Forger): You are a master craftsman who uses your skills for profit. You perfectly replicate ancient artifacts or famous art, selling your forgeries on the black market and destroying historical provenance for your own gain.
- Chaotic Evil (The “An-Artist”): You are a “chaos” artist who creates symbolic art that is itself an act of destruction. You craft beautiful sculptures that are secretly bombs, or release “functional artifacts” that are designed to fail catastrophically.
Traits
1. Guiding Principle (d8)
- (The “Perfection”) You are driven by the principle that if something is not “perfect,” it is a failure.
- (The “Function”) You believe that an object’s true value is not in its beauty, but in its flawless, efficient function.
- (The “Legacy”) You are motivated by a deep need to create something tangible that will outlive you.
- (The “One”) You are convinced that for every problem, there is a single, perfect object (a tool, a key, a gift) that can solve it.
- (The “Beauty”) You hold that beauty is a fundamental human need, and that it can be a force to change minds and hearts.
- (The “Language”) You believe that crafted objects are a “higher” form of communication than words, capable of conveying deep, symbolic truths.
- (The “Creation”) You are driven by the simple, profound, and obsessive need to make; you are not “you” if you are not creating.
- (The “Meaning”) You are convinced that all objects, from the simplest tool to the grandest art, are full of hidden symbolic meaning.
2. Internal Conflict (d8)
- (The “Perfectionist”) You are so obsessed with perfection that you are terrified of finishing a project, as it will never be “good enough.”
- (The “Hands”) You are a master craftsman, but you are secretly terrified of losing your physical skill—your hands, your eyes.
- (The “Fraud”) You are praised for your creative genius, but you secretly fear you are an imposter and that your “muse” will abandon you.
- (The “Tool”) You are brilliant at making functional artifacts, but you fear you are just a “tool” yourself, used by people with dark motives.
- (The “Sacrifice”) You are haunted by the fact that you often care more about the object you are creating than the people you are creating it for.
- (The “Useless”) You are a master of symbolic art, but you secretly fear that your work is beautiful but ultimately useless in a “real” crisis.
- (The “Destroyer”) You love to create, but you have a secret, terrifying urge to destroy beautiful things, including your own work.
- (The “Flaw”) You are a master of your craft, but you are terrified that you have a “blind spot,” a single, critical flaw in your knowledge that will one day cause a catastrophe.
3. Personality Trait (d8)
- (The “Tinkerer”) You are physically incapable of being still; your hands are always busy (sketching, whittling, fiddling with a small object).
- (The “Finicky”) You are incredibly particular about your materials, tools, and environment, and you get agitated when things are “wrong.”
- (The “Visualizer”) You often “zone out,” staring at a person or object as you mentally deconstruct it and analyze its form.
- (The “Obsessive”) You are capable of hyper-focus, working for days on a single project without rest, food, or social contact.
- (The “Perfectionist”) You are meticulous, precise, and orderly, and you get visibly stressed by shoddy craftsmanship or “clumsy” design.
- (The “Tactile”) You are a “toucher”; you have to run your hands over surfaces, materials, and objects to understand them.
- (The “Quiet”) You are a person of few words, preferring to let your work speak for you.
- (The “Aesthetic”) You are highly sensitive to your surroundings—color, light, sound, and texture—and you are deeply affected by them.
4. Bond (d8)
- (The “Workshop”) You are fiercely loyal to your personal workshop or studio; it is your sanctuary, and you protect it above all else.
- (The “Tools”) You are bonded to your tools—a specific set you inherited or made—and you are almost superstitious about them.
- (The “Masterpiece”) You are defined by your “magnum opus”—the one perfect object you created (or are trying to create).
- (The “Mentor”) You are loyal to the master artisan who taught you, and you are driven to uphold their “pure” standards of craft.
- (The “Muse”) You are bonded to a specific person who is your “muse,” and your ability to create is tied to your relationship with them.
- (The “Rival”) Your work is driven by your intense, professional rivalry with another artisan, and you are obsessed with “beating” them.
- (The “Lost”) You are haunted by a single, perfect object you created that was lost or stolen, and you are driven to get it back.
- (The “Material”) You are bonded to a single, rare material (a specific wood, a rare metal, a unique pigment), and you go to great lengths to acquire it.
5. Source of Comfort (d8)
- (The “Sketchbook”) You find peace in the simple, no-stakes act of sketching theoretical designs in a private notebook.
- (The “Workshop”) You find calm in the smell of your workspace (e.g., cut wood, hot metal, oil, clay, paint).
- (The “Maintenance”) You relax by the simple, repetitive ritual of cleaning, sharpening, and organizing your tools.
- (The “Materials”) You find comfort in just handling your raw materials—sorting screws, stacking lumber, mixing pigments.
- (The “Manual”) You relax by reading dense, complex technical manuals or books on art theory.
- (The “Museum”) You find solace in a quiet museum or gallery, just being in the presence of other people’s masterwork.
- (The “Process”) You find comfort in a single, repetitive part of your craft (e.g., sanding wood, polishing metal, stretching a canvas).
- (The “Hum”) You have a specific, low hum or song that you unconsciously use to get into a “flow state” of creation.
6. Defining Quirk (d8)
- (The “Critiquer”) You are constantly, and often unconsciously, critiquing the craftsmanship of the objects around you (e.g., “This chair is unbalanced,” “That weld is sloppy”).
- (The “Doodler”) You are a compulsive doodler of objects, tools, and designs in the margins of everything.
- (The “Hand-Talker”) You use your hands not just to talk, but to “sculpt” the shape of the object you are describing in the air.
- (The “Tester”) You instinctively “test” the materials and craftsmanship of everything you encounter (e.g., tapping on walls, feeling the “grain” of a table).
- (The “Apron”) You are almost always wearing a work apron, a tool belt, or have some “tool of the trade” (like a pencil or a measuring tape) on your person.
- (The “Silence”) You have a habit of falling into total, focused silence for hours at a time when you are working.
- (The “Squint”) You have a habit of closing one eye and “squinting” at objects, as if to check their lines or symmetry.
- (The “Tapper”) You have a habit of drumming your fingers on surfaces, as if “feeling” the resonance and quality of the material.
| CHARITRA | LUMINARY |
Here is the output for Role 14, based on the new data you have provided.
Role 14: The Luminary
Architect of Ideologies
Voice of the Moral Imperative
Shaper of the Cultural Narrative
Role Description
You are the visionary, the thinker, the one who changes the world not with a weapon, but with an idea. You do not lead armies or run logistics; you shape the cultural movements and societal narratives that make armies and logistics necessary… or obsolete.
In a world of deep, systemic crises, you are the one who provides the “why.” You are the philosopher who can, with a single speech, reframe a complex refugee crisis from a “burden” to a “moral opportunity.” You are the writer whose essays or teachings shift a cultural paradigm, creating a new societal narrative that dismantles systemic prejudices from within. Your power is purely intellectual and moral. You use ethical rhetoric to drive the great debates of the age, offering profound insights that force leaders and populations to confront their own contradictions. You are the inspirational presence that can motivate a generation toward a long-term, selfless goal, purely through the force of your conviction.
Be warned, ideas are weapons. Your profound insights can be twisted by lesser minds into dogma or justifications for violence. Your “pure” intellectual influence may be powerless against a physical threat, and you may find your powerful rhetoric is just words in the face of a gun. Your greatest dilemma will be discovering a truth or an idea that you know will improve the world, but that will cause immense, immediate suffering to the generation that must implement it.
Skill Proficiencies
Interpersonal Communication (C1)
- GM-Oriented Impact: When engaging in a debate, you can ask the GM to reveal the fundamental, unstated assumption or fear that underpins your opponent’s entire argument.
- Player-Facing Impact: You can declare that your “rhetoric is sound.” You frame a profound insight so perfectly in a one-on-one interaction that you automatically win one non-hostile NPC over to your ideological point of view.
Media Literacy (R2)
- GM-Oriented Impact: When creating a new societal narrative, you can ask the GM to identify the most effective media platform (e.g., “a scholarly journal,” “a series of viral videos,” “a public speech”) to ensure your idea reaches and “infects” your target cultural movement.
- Player-Facing Impact: You can declare that your “message resonates.” You create a piece of ideological content (an essay, a video) that becomes a cultural touchstone, granting you a permanent, positive reputation with a specific large group or faction.
Reflective Skills (SM3)
- GM-Oriented Impact: When facing a decisive ethical dilemma, you can ask the GM to reveal the true, hidden moral consequence of each of your potential choices, beyond the obvious.
- Player-Facing Impact: You can declare you are “centering your philosophy.” After a period of reflection, you offer a solution to a complex moral dilemma that is so profound, it gives your entire team a mechanical bonus to resist fear, doubt, or corruption.
Transfer (T3)
- GM-Oriented Impact: When facing a new, modern-day crisis, you can ask the GM which specific philosophical or ideological knowledge from the past provides a direct, actionable parallel or solution.
- Player-Facing Impact: You can declare you are “applying the principle.” You use an abstract philosophical concept to solve a practical, immediate problem in an unexpected way (e.g., using a theory of ethics to navigate a complex negotiation, using a metaphysical theory to solve a puzzle).
Abilities
1. Philosophical Insight
- GM-Oriented Impact: When your team faces a seemingly impossible ethical or existential dilemma, you can ask the GM to reframe the problem for you, revealing the true, underlying philosophical question at its heart.
- Skill Check: Reflective (SM3) (Your justification is based on your deep, internal consideration of the dilemma, stripping away the surface details to find its core) or Critical Thinking (T1) (Your justification is based on your logical analysis of the problem’s components to identify the central paradox or conflict).
- Player-Facing Impact: You can declare you “have clarity.” You offer a profound perspective on a complex dilemma that resolves one team member’s Internal Conflict or doubt, automatically removing any mechanical penalties they are suffering from it.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on your ability to effectively and persuasively exchange this profound insight with your troubled ally) or Transfer (T3)(Your justification is based on your ability to transfer a complex philosophical solution to a specific, personal, and emotional context).
2. Cultural Influence
- GM-Oriented Impact: When you attempt to shift a societal narrative, you can ask the GM to identify the one specific “cultural nerve” (a shared memory, a deep-seated value, a public figure) that you must invoke to make your new idea resonate.
- Skill Check: Media Literacy (R2) (Your justification is based on your analysis of the target culture’s media to see which narratives they already consume and value) or Information Literacy (R1)(Your justification is based on your research into the culture’s history, art, and traditions to find the right “nerve” to touch).
- Player-Facing Impact: You can declare your “idea is spreading.” You successfully introduce a new narrative or idea (a speech, an essay, a symbol) that “goes viral,” causing a tangible shift in the behaviorof a large NPC group (e.g., “they stop hoarding food,” “they begin protesting,” “they accept the refugees”).
- Skill Check: Creative Thinking (T2) (Your justification is based on the novel, “sticky,” and perspective-changing nature of the idea itself) or Literacy (C2) (Your justification is based on your skill in writing or speaking the idea in a way that is both profound and perfectly, simply communicable).
3. Ethical Rhetoric
- GM-Oriented Impact: In a major public debate, you can ask the GM to reveal the single, devastating logical or moral flaw in your opponent’s ideological argument, which you can then exploit.
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical analysis and evaluation of their argument’s structure) or Reflective (SM3) (Your justification is based on (re)considering their argument’s ethical foundation to find its core hypocrisy or contradiction).
- Player-Facing Impact: You can declare you “hold the floor.” You deliver a powerful, logically sound, and emotionally compelling speech that sways a key neutral leader or a divided crowd to your moral or ideological position, securing their vote or support.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on your masterful use of charismatic, persuasive rhetoric to exchange your ideas) or Emotional Management (SM2)(Your justification is based on your ability to read, manage, and then manipulate the audience’s emotional state with your words).
4. Inspiration Aura
- GM-Oriented Impact: When an ally is about to give up on a long-term goal, you can ask the GM to reveal the one specific, profound thing they need to hear (a philosophical truth, a reminder of their purpose) to restore their conviction.
- Skill Check: Interpersonal Communication (C1) (Your justification is based on your ability to have a profound, one-on-one interaction that speaks to their core self) or Reflective (SM3) (Your justification is based on your (re)consideration of their specific philosophy and what they find motivating).
- Player-Facing Impact: You can declare you are “the beacon.” Through your sheer presence and force of conviction, you inspire your entire team, granting them a significant mechanical bonus against any effect that would cause fear, despair, or a loss of morale for the entire mission.
- Skill Check: Emotional Management (SM2) (Your justification is based on your mastery of your own state of mind, projecting an unshakable and inspiring aura of calm conviction) or Social (S1)(Your justification is based on your ability to act as the inspiring, collaborative “heart” of the group).
Character Alignment
- Lawful Good (The “Rights” Philosopher): You are a public intellectual who uses your ethical rhetoric to champion universal human rights and create societal narratives of justice, equality, and compassion, all within the rule of law.
- Neutral Good (The “Teacher”): You are a reclusive philosopher or teacher who, through your profound insights, inspires individuals and small groups to live more ethical, empathetic, and purposeful lives, changing the world one student at a time.
- Chaotic Good (The “Iconoclast”): You are a revolutionary thinker whose “heretical” ideas (e.g., “property is theft,” “no gods, no masters”) are designed to dismantle oppressive cultural narratives and inspire a total break from established, unjust systems.
- Lawful Neutral (The “Orthodox”): You are a high priest, a state academic, or a “pure” logician. You believe that a single, rigid ideology (a faith, a state philosophy) is the only path to social order, and you use your rhetoric to enforce it.
- True Neutral (The “Seeker”): You are a reclusive philosopher obsessed only with finding “The Truth.” You will teach your profound insights to anyone who seeks them (a hero, a tyrant), believing that the knowledge itself is neutral.
- Chaotic Neutral (The “Contrarian”): You are a sophist, a “public intellectual” who loves to debate. You use your ethical rhetoric to shatter all societal narratives, not for a better world, but to prove your own intellectual superiority.
- Lawful Evil (The “State Philosopher”): You are the chief ideologue for a totalitarian regime. You use your philosophical insight to create a complex, “ethical” justification for their oppression, building a cultural narrative of “the greater good.”
- Neutral Evil (The “Cult Leader”): You are a charismatic guru who uses an “inspiration aura” and “philosophical insights” to create a cultural movement (a cult) centered on yourself, all for your own personal power and enrichment.
- Chaotic Evil (The “Nihilist”): You are a brilliant, “doomsday” philosopher. You use your powerful ethical rhetoric to prove that all morals are a lie and that “nothing matters,” inspiring your followers to acts of random, nihilistic violence and destruction.
Traits
1. Guiding Principle (d8)
- (The “Truth”) You believe that a single, profound, objective Truth exists, and you are driven to find it and share it.
- (The “Question”) You believe that the question is always more important than the answer; you are driven to make people think.
- (The “Idea”) You are convinced that ideas are more powerful and “real” than the physical world, and they are the only things that matter.
- (The “Word”) You believe that rhetoric is the ultimate power; the world is not shaped by facts, but by how those facts are framed.
- (The “Movement”) You are not driven by a single idea, but by the feeling of a cultural movement—you need to be the “voice” of a generation.
- (The “Legacy”) You are motivated by the deep need to create a “school of thought” or an ideology that will outlive you.
- (The “Why”) You are obsessed with motive and ethics; you cannot perform an action without first establishing its profound moral justification.
- (The “System”) You are driven to create a single, perfect, all-encompassing philosophical system that explains everything.
2. Internal Conflict (d8)
- (The “Ivory Tower”) You are a master of profound insight, but you are terrified of the “real world,” fearing that your ideas are too fragile for its messy reality.
- (The “Twisted”) You are a master of rhetoric, but you are haunted by the fact that your “pure” ideas are constantly being twisted by your followers to justify acts of violence or greed.
- (The “Silence”) You are a visionary leader, but you are terrified that you have nothing original to say—that you are just a “remix” of other, greater thinkers.
- (The “Un-Inspired”) You have a powerful “inspiration aura,” but you are secretly a cynic, and you feel like a fraud for “inspiring” people with a hope you don’t feel.
- (The “Victim”) You are so lost in abstract, philosophical reflection that you fear you are becoming detached from your own emotions and humanity.
- (The “Useless”) You are a master of ideas, but in a moment of pure, physical crisis (a fire, an attack), you secretly fear you are completely, totally useless.
- (The “Arrogance”) You are a brilliant thinker, but you are terrified that your intellectual arrogance is blinding you to a simple, obvious truth that everyone else can see.
- (The “God”) Your cultural influence is growing, and you are secretly terrified that you are starting to believe your own hype.
3. Personality Trait (d8)
- (The “Articulate”) You speak in measured, precise, and often “academic” or “poetic” language, even in casual conversation.
- (The “Contemplative”) You are naturally quiet and introspective, often pausing for long, thoughtful silences before you speak.
- (The “Charismatic”) You have a natural “aura”; people just instinctively quiet down and listen when you decide to talk.
- (The “Debater”) You are a natural “devil’s advocate,” and you instinctively challenge the assumptions and premises of any statement you hear.
- (The “Abstract”) You are intellectually intense, but you are often “in your own head” and forgetful of your physical surroundings.
- (The “Listener”) You are an intensely active listener, and you make others feel like their ideas are the most important thing in the world.
- (The “Calm”) You project an aura of profound, almost unnerving, calm and conviction, even in a crisis.
- (The “Pedantic”) You are a “teacher” at heart, and you have a habit of “lecturing” or “explaining” things to your teammates, even when they don’t ask.
4. Bond (d8)
- (The “Student”) You are fiercely loyal to one student or disciple who you believe will be the one to truly understand and carry on your work.
- (The “Book”) You are bonded to a single, foundational text (a holy book, a philosophical treatise, a poem) that is the source of all your ideas.
- (The “Mentor”) You are bonded to the memory of your first teacher, and your entire philosophy is a “conversation” (or argument) with them.
- (The “Rival”) Your work is defined by your public, ideological “war” with a rival philosopher or luminary who represents the “wrong” way of thinking.
- (The “Movement”) You are loyal not to a person, but to the cultural movement you inspired, and you will do anything to protect it.
- (The “School”) You are bonded to a specific place of learning (a university, a monastery, a library) that you see as a sanctuary for ideas.
- (The “First”) You are bonded to the first person you ever “saved” or “inspired” with your ideas, and they are your anchor to the “real world.”
- (The “Idea”) You are not loyal to people, but to your “magnum opus”—the one, single idea that you believe is your life’s work.
5. Source of Comfort (d8)
- (The “Debate”) You find comfort in a “good,” rigorous, but non-hostile philosophical debate with a respected peer.
- (The “Text”) You find solace in reading the “greats”—the ancient, foundational philosophical or historical texts of your field.
- (The “Silence”) You find peace in pure, profound silence, giving you the “space” to reflect and order your thoughts.
- (The “Writing”) You find calm in the physical, methodical act of writing—drafting, editing, and refining your own ideas.
- (The “Lecture”) You find comfort in teaching—the act of taking a complex idea and making it simple and clear for others.
- (The “Meditation”) You practice a formal, reflective meditation, focusing on a single ethical question or paradox.
- (The “Mundane”) You find comfort in a simple, non-intellectual, physical task (like washing dishes or walking) that lets your “back-brain” work.
- (The “Dialogue”) You find solace in a “Socratic” dialogue, asking a trusted friend questions until they find their own answer.
6. Defining Quirk (d8)
- (The “Stare”) You have a habit of staring at people with an intense, contemplative gaze that can be unnerving.
- (The “Pacer”) You must be physically moving (pacing, walking) in order to think through a complex idea.
- (The “Quoter”) You are constantly quoting other, often obscure, philosophers or texts in your normal conversation.
- (The “Air-Writer”) You “write” or “diagram” your ideas in the air with your hands as you explain them.
5.. (The “Pause”) You have a habit of taking a very long, dramatic pause before answering even a simple question. - (The “Lecture-Stance”) You unconsciously adopt a “lecturer’s stance” (hands behind your back, or holding your chin) when you are explaining something.
- (The “Hm”) You have a habit of responding to everything with a thoughtful, non-committal “Hm…” or “Interesting…”
- (The “Notebook”) You are always carrying a small notebook, and you will often stop a conversation to jot down a “profound insight.”
| CHARITRA | ANALYST |
Here is the output for the final role, The Analyst.
Role 15: The Analyst
Master of Probabilities
Weaver of Raw Data
Architect of Actionable Intelligence
Role Description
You are the mind that sees the future in the present. You don’t guess; you calculate. Your world is one of raw information, complex trends, and hard probabilities, and you are its master interpreter.
In a world of interconnected, systemic crises, you are the voice of objective intelligence. You are the one who analyzes fragmented financial data to predict and help prevent a market collapse. You model the spread of a new plague, identifying the critical intervention points that will save the most lives. Your risk assessments are the only reason a high-stakes mission succeeds, as you’ve already identified and mitigated every major threat before it materialized. You are the “signal” in the “noise,” turning a chaotic flood of raw information from diverse sources into the one precise, calculated prediction that matters. You tell your team not just what is happening, but what will happen next, allowing them to stop reacting and start pre-empting.
Be warned, your reliance on data can be a critical vulnerability. You may fail to predict the “human element”—the one irrational, emotional, or ideological act that defies all your models. Your constant, data-driven predictions of failure can be seen as pessimism or obstruction, and you may be forced to watch a disaster unfold that you knew was coming, but that no one in power would listen to.
Skill Proficiencies
Information Literacy (R1)
- GM-Oriented Impact: When presented with a large volume of raw information, you can ask the Game Master to identify the single most critical dataset or piece of intel that is essential for your analysis.
- Player-Facing Impact: You can declare that you have “judged the intel,” allowing you to automatically discard one piece of “bad data” or “noise” (e.g., a forgery, a false report, a statistical outlier) that is intended to mislead you.
Critical Thinking (T1)
- GM-Oriented Impact: When analyzing a complex set of raw data, you can ask the GM to confirm the single, non-obvious trend or hidden pattern that is emerging from your analysis.
- Player-Facing Impact: You can declare that your “prediction is calculated.” You are able to state one specific, accurate, and actionable prediction about a target’s next move or a system’s next failure point.
Organization (SM1)
- GM-Oriented Impact: When faced with a massive, chaotic, and overwhelming set of raw data, you can ask the GM to identify the most efficient task or method to manage and process it into a usable format.
- Player-Facing Impact: You can declare that your “analysis is complete.” You successfully manage your analysis tasks to produce one piece of complex, actionable intelligence (e.g., a full report, a predictive map) in half the time it would normally take.
Media Literacy (R2)
- GM-Oriented Impact: When interacting with diverse information sources (e.g., news feeds, social media, public records), you can ask the GM to rate the reliability of the two most prominent sources for your current intelligence task.
- Player-Facing Impact: You can declare that you “created the intel.” You create one data-driven report, chart, or interactive graphic that is so clear and persuasive, it automatically convinces one skeptical NPC ally of your findings.
Abilities
1. Risk Assessment
- GM-Oriented Impact: When your team presents a new plan, you can ask the GM to identify the single greatest, un-recognized threat or point of failure (based on data the team does not have) that your models predict.
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical and systematic evaluation of every variable and potential weakness in the plan) or Information Literacy (R1) (Your justification is based on your ability to find and judge historical data or intelligence on similar, past failures).
- Player-Facing Impact: You can declare that you have “mitigated the threat.” You publicly predict one specific operational failure (e.g., “the engine will overheat,” “the contact will be late”) and state the one preparation you made, which automatically negates that failure when it happens.
- Skill Check: Critical Thinking (T1) (Your justification is based on your evaluation of the risk, which led you to the logical, necessary counter-measure) or Organization (SM1) (Your justification is based on your effective management of time and tasks, which allowed you to prepare this contingency in advance).
2. Data Correlation
- GM-Oriented Impact: When you have two or more seemingly unrelated datasets (e.g., financial transactions, shipping manifests, social media chatter), you can ask the GM to confirm the non-obvious pattern that connects them.
- Skill Check: Information Literacy (R1) (Your justification is based on your ability to find and interpret the fragmented, raw information from multiple, diverse sources) or Critical Thinking (T1)(Your justification is based on your logical analysis of how these disparate data points must be connected).
- Player-Facing Impact: You can declare you have “found the pattern.” You uncover one hidden truth(e.g., “the money is being laundered through this,” “this is the real leader”) by correlating data, which reveals a new, actionable target or solution.
- Skill Check: Creative Thinking (T2) (Your justification is based on your novel, “out-of-the-box” approach to data-modeling that revealed the hidden link) or Organization (SM1) (Your justification is based on your meticulous management of the vast, disparate datasets, which allowed the pattern to surface).
3. Tactical Forecasting
- GM-Oriented Impact: You can ask the GM to “run your simulation,” revealing the single most probable outcome (and its percentage likelihood) of one specific, proposed team strategy.
- Skill Check: Critical Thinking (T1) (Your justification is based on your logical analysis of the strategy’s variables and potential consequences) or Transfer (T3) (Your justification is based on your ability to apply data and models from past, similar scenarios to this new one).
- Player-Facing Impact: You can declare you have “pre-adjusted the strategy.” You anticipate one specific enemy reaction to your team’s plan, and you issue a single, simple counter-order that gives the team a significant mechanical advantage when that reaction occurs.
- Skill Check: Critical Thinking (T1) (Your justification is based on your critical evaluation of the enemy’s most logical and probable move) or Information Literacy (R1) (Your justification is based on your interpretation of all available intelligence and data on the enemy’s known doctrine).
4. Crisis Modelling
- GM-Oriented Impact: In a complex, dynamic crisis (a plague, a financial collapse, a riot), you can ask the GM to identify the single, critical intervention point (e.img, “the central server,” “the market’s ‘patient zero’”) that, according to your model, will have the greatest effect on the system.
- Skill Check: Critical Thinking (T1) (Your justification is based on your rapid, logical analysis of the chaotic system to find its lynchpin or critical node) or Information Literacy (R1) (Your justification is based on your ability to find and interpret the first, fragmented, and chaotic data-points of the crisis).
- Player-Facing Impact: You can declare your “model is complete.” You rapidly create a predictive modelthat forecasts the crisis’s most likely short-term progression, allowing you to state one specific, imminent event (e.g., “the power will fail in this district first,” “the market will crash at 3 PM”) so the team can prepare.
- Skill Check: Organization (SM1) (Your justification is based on your ability to rapidly and effectively manage the chaotic, incoming raw data into a functional model) or Creative Thinking (T2) (Your justification is based on your novel, “back-of-the-envelope” approach to modeling that captures the crisis’s essence).
Character Alignment
- Lawful Good (The “Ethical” Data Scientist): You use your skills to model and predict large-scale humanitarian crises (famines, plagues, refugee movements) to allow governments and NGOs to intervene more effectively.
- Neutral Good (The “Accountability” Analyst): You work for an NGO or as a journalist, correlating data to find the patterns that prove corporate or government negligence is causing systemic harm to the public.
- Chaotic Good (The “Hactivist” Forecaster): You illegally access and analyze data from oppressive regimes to predict their “secret” moves, leaking your forecasts to activist groups to help them pre-empt arrests or attacks.
- Lawful Neutral (The “Agency” Analyst): You are a high-level, “by-the-book” intelligence analyst for a state or corporation. You are loyal to the agency, and your job is to provide pure, objective, and actionable intelligence.
- True Neutral (The “Quants” Trader): You are a financial analyst. You analyze trends and assess risks for one purpose: to predict market movements and make a profit. The morality of the market is irrelevant to you.
- Chaotic Neutral (The “Bookie”): You are a freelance risk-assessor who loves the “game.” You will calculate the odds for anyone, on anything (a war, a corporate takeover), selling your predictions to all sides, thriving on the chaos.
- Lawful Evil (The “Data-Miner”): You work for a corporation or political party, building crisis models to manipulate public behavior (e.g., “Cambridge Analytica”) or assess the “risk” of getting caught for an illegal operation.
- Neutral Evil (The “Blackmailer”): You are a data-broker who specializes in Data Correlation. You find hidden patterns in the private data of powerful people, then sell that intelligence as leverage to the highest bidder.
- Chaotic Evil (The “Doomsday” Modeler): You are a rogue analyst who creates crisis models (e.g., a new plague, a financial-collapse virus) and then leaks the disruptive element into the world, just to see if your predictions were right.
Traits
1. Guiding Principle (d8)
- (The “Number”) You believe that everything in the universe can be quantified, and if it can be quantified, it can be controlled.
- (The “Pattern”) You are convinced that there is no such thing as “chaos,” only complex patterns that you haven’t found yet.
- (The “Prediction”) You believe the future is knowable and calculable, and you are driven to be the one who knows it first.
- (The “Risk”) You hold that all of life is just a game of risk management, and you are driven to find the safest path.
- (The “Truth”) You believe that raw, objective data is the only form of “truth” in the world; all else is just opinion.
- (The “Lever”) You are convinced that actionable intelligence is the ultimate form of leverage, and you are driven to acquire it.
- (The “Signal”) You believe the world is full of “noise,” and you are driven by the profound need to find the one, true “signal.”
- (The “Inevitable”) You are motivated to see the “inevitable” outcome, to prove to others that it was always going to happen this way.
2. Internal Conflict (d8)
- (The “Human” Variable) Your models are perfect, but you are secretly terrified of the “human element”—the one irrational, emotional act that defies all your data.
- (The “Paralysis”) You are so good at assessing risk that you are terrified of making any choice, as you can see the “percentage failure” in everything.
- (The “Wrong”) Your entire identity is based on your accuracy, and you are haunted by the fear that one of your major predictions will be catastrophically wrong.
- (The “Cold”) You are so data-driven and objective that you secretly fear you are losing your own humanity and ability to feel empathy.
- (The “Apophenia”) You are a master of finding patterns, but you secretly fear you are just seeing patterns that aren’t there—that you are just “making it up.”
- (The “Cassandra”) You are terrified that you will one day predict a major disaster, and no one will listen to you until it’s too late.
- (The “Data-Addict”) You are so reliant on data that you feel “blind” and are terrified of making a decision without it.
- (The “Observer”) You are so good at predicting trends that you fear you are no longer a person, but just a cold, detached “observing” machine.
3. Personality Trait (d8)
- (The “Calculator”) You are precise, measured, and formal, often speaking in terms of probabilities and percentages.
- (The “Quiet”) You are intensely quiet and observant in groups, as you are constantly “gathering data” on your surroundings.
- (The “Skeptic”) You are naturally skeptical of all “gut feelings,” “intuition,” or “anecdotes,” demanding hard data for any claim.
- (The “Risk-Averse”) You instinctively, and often vocally, point out the risks and statistical failure-points of any proposed plan.
- (The “Orderly”) You are meticulous and orderly, and you get visibly agitated by messy data, “illogical” arguments, or inefficient plans.
- (The “Detached”) You have a calm, emotionally detached aura, viewing a chaotic crisis as just another “dataset” to be analyzed.
- (The “In-the-Head”) You often appear distracted or “absent-minded,” as you are running complex simulations in your mind.
- (The “Curious”) You are relentlessly curious, and you have a habit of asking probing, “data-gathering” questions in casual conversation.
4. Bond (d8)
- (The “Model”) You are bonded to your one “masterpiece”—a complex, predictive model you have been building and refining for your entire career.
- (The “Data-Set”) You are fiercely protective of a specific, rare dataset you discovered (or “liberated”), which is the key to your work.
- (The “Mentor”) You are loyal to the “old-school” analyst who taught you that “data is only half the story; you still need the human element.”
- (The “Rival”) Your work is defined by your professional rivalry with another analyst, and you are driven to prove your model is superior.
- (The “Failed” Prediction) You are haunted by the one major prediction you got wrong, and the disaster it caused, and you are driven to atone for it.
- (The “System”) You are loyal to the system you are a part of (an agency, a corporation, a “think tank”) and the “clean” data it provides you.
- (The “Signal”) You are bonded to one single, “white whale” pattern you know is in the data, but haven’t been able to prove yet.
- (The “Intuitive”) You are bonded to one specific, highly-irrational, “gut-feeling” teammate, who is your anchor to the “human variable.”
5. Source of Comfort (d8)
- (The “Spreadsheet”) You find profound peace in a clean, perfectly organized, and fully-functional spreadsheet or database.
- (The “Code”) You find calm in the simple, logical, “clean” act of writing or refining the code for your models.
- (The “Data-Mine”) You relax by “data-mining”—sifting through vast, raw, “boring” datasets (like old stock tickers or weather data) for patterns.
- (The “Game”) You relax by playing complex simulation, strategy, or probability-based games (like poker or chess).
- (The “List”) You find solace in making lists, categorizing, and creating organizational systems for your own mundane life.
- (The “Feed”) You find comfort in simply observing—watching multiple, silent news feeds or data-streams at once.
- (The “Puzzle”) You relax by solving complex, logic-based puzzles (like Sudoku or a logic grid) that have a single, objective, “correct” answer.
- (The “Check”) You find comfort in the simple, repetitive act of “checking your work”—re-running calculations to ensure they are still correct.
6. Defining Quirk (d8)
- (The “Percentage”) You have a habit of giving all your answers in probabilities (e.g., “There is an 80% chance this will work,” “I am 65% hungry”).
- (The “Data-Point”) You are a “data-hoover,” and you have a habit of asking probing, specific, data-gathering questions in casual conversation.
- (The “Silence”) You have a habit of falling into total, analytical silence in the middle of a conversation as you run a mental calculation.
- (The “Mutterner”) You quietly mutter your calculations, variables, and “what-if” scenarios to yourself.
- (The “Tracker”) You are a compulsive “tracker,” and you keep meticulous logs and data on your ownmundane life (e.g., your sleep, your spending, your steps).
- (The “Correction”) You have a habit of “correcting” people’s illogical, exaggerated, or imprecise statements with your own, more accurate data.
- (The “System-Stare”) You have a habit of staring at a “system” (like a traffic light, or a queue) as you mentally model its inefficiencies.
- (The “No-Gut”) You are visibly uncomfortable (and often dismissive) when anyone, including an ally, uses the phrase “I have a gut feeling.”

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