Known as the altruist, parent, helper and supporter.
Drive: | to protect and care for others |
Goal: | to help others |
Fear: | being selfish and ungrateful |
Strategy: | doing things for others |
Weakness: | martyrdom and being exploited |
Talent: | compassion, generosity |
Bonuses: | This character receives either an Emotion or Social Bonus +1. |
Also known as the realist, the working stiff, the solid citizen, the good neighbor, the silent majority. They believe all people are created equal.
Drive: | Connecting with others in society |
Goal: | to belong to a group |
Fear: | being left out or standing out from the crowd |
Strategy: | to develop solid societal virtues, be down to earth, have the common touch |
Weakness: | loses their own self in an effort to blend in or for the sake of superficial relationships |
Talent: | realism, empathy, lack of pretence |
Bonuses: | This character receives a Social Bonus +1. |
The artist, inventor, innovator, musician, writer or dreamer
Drive: | to create culture and express their own vision |
Goal: | to create things of enduring value or realise a vision |
Fear: | mediocre vision or execution |
Strategy: | develop artistic control and skill |
Weakness: | perfectionism, bad solutions |
Talent: | creativity and imagination |
Bonuses: | This character receives a Creative Bonus +1. |
Known as the seeker, wanderer, individualist and pilgrim.
Drive: | to find out who they are through exploring the world |
Goal: | to experience a better, more authentic, more fulfilling life |
Fear: | getting trapped, conformity, and inner emptiness |
Strategy: | journeying, seeking out and experiencing new things |
Weakness: | aimless wandering, a misfit |
Talent: | autonomy, ambition, being true to themselves |
Bonuses: | This character receives either an Senses or Social Bonus +1. |
Usually utopian, a traditionalist, somewhat naive, a mystic, saint, romantic and a dreamer.
Drive: | To live happily ever after |
Goal: | To be happy, content and get along with others |
Fear: | punishment for transgressions |
Strategy: | to do things the right way |
Weakness: | Naive innocence |
Talent: | faith and optimism |
Bonuses: | This character receives an Emotion Bonus +1. |
The partner, friend, intimate, enthusiast, sensualist, spouse and team-builder.
Drive: | intimacy and experience |
Goal: | being in a relationship with the people, activities and surroundings they love |
Fear: | being alone, a wallflower, unwanted or unloved |
Strategy: | to become more and more physically and emotionally attractive |
Weakness: | desire to please others at risk of losing their own identity |
Talent: | passion, gratitude, appreciation, and commitment |
Bonuses: | This character receives either an Emotion or Physical Bonus +1. |
The boss, leader, politician, role model, manager or administrator.
Drive: | control |
Goal: | create a prosperous, successful family or community |
Fear: | chaos, being overthrown |
Strategy: | exercise power |
Weakness: | being authoritarian, unable to delegate |
Talent: | responsibility, leadership |
Bonuses: | This character receives either an Initiative increase of +1 or an Emotion or Social Bonus +1. |
The rebel, the revolutionary, a wild man and misfit.
Drive: | revenge or revolution |
Goal: | to overturn what isn’t working |
Fear: | to be powerless or ineffectual |
Strategy: | disrupt, destroy, or shock |
Weakness: | crossing over to the dark side, crime |
Talent: | outrageousness, radical freedom |
Bonuses: | This character receives either a Mental or Social Bonus +1. |
Known as the warrior, crusader, rescuer, superhero, the soldier, dragon slayer, the winner and the team player.
Drive: | to prove their worth through courageous acts |
Goal: | expert mastery in a way that improves the world |
Fear: | being perceived as weak or vulnerable |
Strategy: | to be as strong and competent as possible |
Weakness: | arrogance, always needing another battle to fight |
Talent: | competence and courage |
Bonuses: | This character receives either a Physical Bonus +1 or a Weapon Proficiency Bonus +1 on any weapon one weapon. |
The expert, scholar, detective, advisor, thinker, philosopher, academic, researcher, planner, professional, mentor, teacher and contemplative.
Drive: | to find the truth |
Goal: | to use intelligence and analysis to understand the world |
Fear: | being duped, misled or ignorance |
Strategy: | seeking out information and knowledge |
Weakness: | can study details forever and never act |
Talent: | wisdom, intelligence |
Bonuses: | This character receives either an Education or Mental Bonus +1. |
Joker, practical joker or comedian
Drive: | to live in the moment with full enjoyment |
Goal: | to have a great time and lighten up the world |
Fear: | being bored or boring others |
Strategy: | play, make jokes, be funny |
Weakness: | frivolity, wasting time |
Talent: | joy |
Bonuses: | This character receives either an Emotion, Social or Creative Bonus +1. |
catalyst, inventor, charismatic leader, shaman, healer and medicine man.
Drive: | understanding the fundamental laws of the universe |
Goal: | to make dreams come true |
Fear: | unintended negative consequences |
Strategy: | develop a vision and live by it |
Weakness: | becoming manipulative |
Talent: | finding win-win solutions |
Bonuses: | This character receives either an Education or Creative Bonus +1. |