GenIsys Games

Personality Profile

Alignments should die a slow and horrible death: Your character’s beliefs and personality should be the basis of 80% of the “Role-Playing.” But in most games people just use Roll-Playing. Most people just play themselves as a character, and never internalize the beliefs nor do they embrace all the internal and external conflict that comes with them.

Those two letters (LG, CG,LE ,CE ...) are supposed to say a lot about who you are but most people only pick NG or CG and never think about it again; they then play it the way they want. But, why? It is the essence of our alignments (Personality) that brings our character so many opportunities to delve into the depth of a character.

I think it is because alignments can’t truly identify our personality, and we can’t see every decision we make in one alignment.

It is like this: No one is a single alignment. We all have things that make us good and bad. We all have our demons and skeletons in our closet. So what I did was put together a list of fluid numbers that define us. They will change as our experiences change us. Many of us have had moral dilemmas and we worked our way through them. These things change who we are. The linked below will help you weigh your choices according to what the character finds necessary at the time. Good and evil is more of an overall blending of some of the numbers.

We call it a Personality Profile. It is broken down into five sections. Each section defines an area of your personality. These numbers represent your values or beliefs.

DOWNLOAD: Personality Profile: This is a list of motivations for your character, it assigns numbers so you can decide from a character stand point when moral and other dilema type situations arrise.

Personality Profile Thoughts

The Personality Profile is an aid to help you make 'in character' role-playing decisions, giving a GM the ability to give you CP for playing in character. It has several categories of personality traits that you rate.

Remember playing yourself is fun but playing a personality that is different than yours, is challenging and is quite rewarding.

When you are very low or high, these categories are predominant in your personality and should show through at the gaming table.

You can have numbers in different categories be equal and thus having the same importance in your life. HOwever, any good GM will put you in a spot to choose between them especially if it is a moral or political issue. This helps you create depth to your character.

Remember rationalization is a normal human behavior. We all do it. Evil does it more and they do it to a degree that it affects their Morality. Very few people/characters wake up and decide to become evil. It is almost always a rationalized path. We do this to feel better about ourselves and our decisions.

Insight into the meaning of certain aspects

Loaner Vs. Works with group

If you are a loner, you want to be alone; you do not rely on others, and it would be very hard for a person like that to function well within a party. Since this is a team-based social game, coming in with this attitude would be very hard. You would not, having a low number, want to be a part of a party. Furthermore, if the other party members cannot rely on you, they would not want you in the group. Of course, if you can rationalize it give it a try. However, be ready for the party to tell your character you are not a good fit, and they will look for you to create a character that is a better fit.


So what do these mean? Greed is almost always about money, but it can be about magical power, spells, political power. Here it encompasses your overall view of them all. Sauron from Tolkien was greedy with his power, and it clouded all his other moral values if he had them to start with that is.

If greed clouds your judgment in the other areas of morality, then your greed number is most likely negative.

Bureaucracy / Other Secular Values

Secular values tell us how important these things are to you. You may never use or need them, but you may still understand them and feel that they are important.

Mercy / Revenge

These might seem not to be opposites, but here they are. Revenge comes from a perceived debt that you must pay, and you feel you are the one to exact that payment. He hit me so I must hit him. It feels good to hit them back. If I hit Joe and Paul hits Joe back for me, I do not get as much satisfaction. Right or wrong that is a psychological reality.
Mercy says, "so what", "bygones", "what is done is done." The argument states if someone hurt me, I can not undo that so why should I react. Now if they steal your money you can get it back right? What if it was an orphan girl and you are a wealthy merchant. The answer is yes. The issue is not about greed it is about theft. Get your money back then give generously to her of your free will. That is merciful. It is not about the item; it is about the deed. If you can gain back the item, then do so. However, if you can not, Bygones!

A murderer, when caught might have to work until he can raise enough money to pay off the spell to raised his victim from the dead.


First disorders are not normal and they can change a number drastically. So both player and GM should discuss any use of a disorder. The player must write out in detail what caused the disorder and the behavior it generates.

This might be fun to play. Psychological disorders can allow a number to change for various reasons. You might normally be chaste but if you get drunk that value might change. Also, many neurological disorders might allow temporary changes. Be careful you could end up in jail.

Using these to aid your checks.

There are so many personality elements that can change a situation. If a player has an extreme number, then you might allow a bonus of +1 or -1 if the character can convince you it applies. I recommend that all players rationalize use of any high or low profile numbers to give a synergy bonus to a check. The GM can say yeah or nay.

Further, with big things you might allow them to add or subtract their profile # as applicable to their check. Like a chaste priest (Chaste 10) of a goddess when being seduced by an evil seductress would qualify to gain a +10 to his check to resist such seduction since this is an essential trait of his profile and character.

Also, you can have numbers that seem to disagree. A pious - hooker, for instance. A vain - loaner might be another. How about someone who is humble and abrasive. I had a player, play an Egyptian paladin. If you know the ancient Egyptian culture, you know they had slaves. The player justified/rationalized that into a paladin code. It was something that he had to regularly defend with other player and non-player characters.


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