Table of Contents
Cassandra Erzsebeta Arturo
- Game, setting, & player:
- Full name & aliases:
- Cassandra Erzsebeta Arturo; Tassanderra Erezbeta.
- Real and apparent age:
- 22 (born February 21st, 1998). Appears to be in young adulthood.
- Height, weight, & build:
- 6′2″, 170 pounds. Athletic curvy build.
- Colouration & features:
- Warm aristocratic features; long curly black hair, deep blue (almost violet) eyes, and fair skin.
|Modern Pistol! Points||6||6|
|Vale Tudo! Points||6||6|
|Basic Armor||12/3*||Torso, thighs, shoulders, upper arms.||Higher vs cut, imp, pi; Not worn with other armor.|
|Tactical Armor||30/8*||Skull, body, limbs, extremities.||Higher vs cut, imp, pi.|
|Tactical Helmet||12||Skull, lower face.|
|Tactical Visor||21||Eyes, upper face.||Semi-ablative.|
|Punching: thr-1, Reach C; Vale Tudo!-12, Parry 10|
|Normal||1d-3 cr||1d-1 cr||1d cr||1d+1 cr||1d+2 cr|
|Loaded||1d-2 cr||1d cr||1d+1 cr||1d+2 cr||1d+3 cr|
|Kicking: thr, Reach C,1; Vale Tudo!-12, Parry 10|
|Normal||1d-2 cr||1d cr||1d+1 cr||1d+2 cr||1d+3 cr|
|Shod||1d-1 cr||1d+1 cr||1d+2 cr||1d+3 cr||1d+4 cr|
|Grappling: thr, Reach C, Vale Tudo!-12, Parry 10|
|Normal||1d-2 cp||1d cp||1d+1 cp||1d+2 cp||1d+3 cp|
|Tactical folding knife: sw-1(2), thr+1(2); Rc C,1/C; Vale Tudo!-12, Parry 10|
|Thrust||1d-1(2) imp||1d+1(2) imp||1d+2(2) imp||1d+3(2) imp||1d+4(2) imp|
|Swing||1d-1(2) cut||1d+1(2) cut||1d+2(2) cut||1d+3(2) cut||1d+4(2) cut|
|Standard 6mmCL: 4d-1 pi; Acc 3; Rng 250/2500; RoF 3; Sht 24+1(3); ST 9; Blk -2; Rcl 2; Modern Pistol!-12|
|6mmCL EFMJ Match||4d-1(0.5) pi+||250/2500||Acc 4; Will not overpenetrate targets with DR.|
Attributes & Secondary Characteristics
ST 12 ; DX 12 ; HT 12 ; IQ 12 ; PE 12 ; WL 12 ; QN 20 .
HP 12 ; RP 12 ; FP 12 ; LFP 12 ; SP 12 ; LSP 12 ; QP 20 ; LQP 20 .
Basic Speed 6.00 ; Basic Move 6 ; Water Move 1 .
SM+0 (1 hex); Basic Lift 30; Damage Thr 1d, Sw 1d+2.
Dodge 10; Parry 10 (DX); Block None.
Advantages, Disadvantages, & Features
TL 9 .
Rank: Colonial Rank 2 .
Status: 21)2) ($3,000 monthly cost of living) .
Wealth: Wealthy ($150,000 starting wealth, $18,000 expected monthly pay) .
Cultural Familiarities: Western .
Languages: English (Native) ; Omnilingual (Earth only; Native) ; Loroideseir (Native) .
- Accelerated Learning 2 
- Appearance (Very Beautiful) 
- Charisma 2 
- Combat Reflexes 
- Common Sense (Conscious, +50%) 
- Language Talent 
- Very Fit 
- Very Grounded 
- Very Rapid Healing 
- Very Resilient Soul 
- Voice 
- Wildcard Quintessence 20 
- Catnapper 
- Deep Sleeper 
- Patience of Job 
- Presence 
- Soft-Spoken 
- Weapon Adaptation (Main-Gauche to Vale Tudo!) 
- Weapon Adaptation (Shortsword to Vale Tudo!) 
- Code of Honor (Olympic Creed3)) [-10]
- Extreme Fanaticism (Olympian) [-15]
- Honesty (Olympian; Self-Control 12) [-10]
- Selfless (Self-Control 12) [-5]
- Sense of Duty (Comrades and Companions) [-10]
- Bold [-1]
- Civilian [-1]
- Confident [-1]
- Responsible [-1]
- Responsive [-1]
Skills & Techniques
|Modern Pistol!||WC||AT+4||||16 8)|
|Vale Tudo!||WC||AT+4||||16 12)|
Wildcard Benefits: Ignore penalties for Cultural Familiarity and for Geographical and Temporal Scope when studying.
Full Bonus: The full bonus can negate default penalties for any skill with an attribute default, to a minimum penalty of -1 for Easy skills, -2 for Average, -3 for Hard, or -4 for Very Hard; that is, this cannot be as good as actually spending a character point to learn the skill.
Half Bonus: Gain the benefits of Accelerated Learning at a level equal to your half bonus.
Wildcard Benefits: This is an especially broad skill that can cover many different actions, however mundane; if it is a familiar task that “anyone should be able to do,” the GM should be generous in allowing it.
Wildcard Benefits: Ignore penalties due to lack of Cultural Familiarity of primitive peoples or familiarities or tech level penalties for using equipment covered by this skill.
Full Bonus: Add the full bonus to resist natural hardships; when determining the critical failure range for disarming traps, solving puzzles, etc. – though 18 is always a critical failure – or to distance and area class (both p. B176) on any skill to which these apply.
Half Bonus: Add the half bonus to active defense rolls to avoid ancient booby-traps, or against weapons with a TL less than half the campaign TL (round up).
Wildcard Benefits: Ignore Cultural Familiarity penalties for anyone under your leadership or who is considered your ally. Furthermore, if there is a limit on the number of levels of Foresight for the campaign, you add 1/3 your full bonus (round to the nearest whole number) to this limit.
Full Bonus: Add the full bonus for others to hear and understand you. When leading a group, add your full bonus to your followers' Fright Checks, rolls to resist supernatural mind control or persuasion, self-control rolls to disadvantages that inhibit working well as a group or taking orders, morale checks, etc. Add your full bonus to spot impostors for anyone you've led before. Add your full bonus to reaction or Influence rolls against anyone you've led or who watches you work.
Half Bonus: Add the half bonus - 1 when you use this skill as a complementary or directive skill. Add the half bonus for assistance rolls.
Wildcard Benefits: This skill includes the benefits of Empathy — but not the skill bonuses — and you do not require that trait. Ignore any penalties you might have for Low Empathy or Callous when diagnosing a subject; ignore physiology modifiers.
Full Bonus: Add your full bonus to all rolls to resist madness or mental manipulation; to the reactions of people you've treated; to patients' rolls to combat mental illness. Apply your full bonus as a penalty to negate any bonus granted to unwilling or unaware subjects, or as a bonus to negate any penalty from the same.
Half Bonus: Subtract the half bonus from the total character point cost for “Buying Off” Disadvantages for a patient who has been in your care for
6 - full bonusmonths, minimum of one month. Add or subtract (your choice)
1 + half bonusto the next self-control roll for one specific disadvantage by making a skill roll and spending one minute interacting with someone in your care (or that you otherwise know well).
Wildcard Benefits: Ignore the -2 to attack enemies in close combat with teammates and ignore the penalties of missing. This works for any team as long as you've practiced with them for
6 - full bonusmonths; treat a 0 or less as one week instead. Those using Coordinated Attacks suffer only -1 per fighter after the first.
Full Bonus: Add the full bonus to rolls to resist Brainwashing, Interrogation, and supernatural mind control in any situation where failure would lead to betrayal of your comrades. Multiply the bonus by 5% (round up) when combining Basic Lift. Add the full bonus to your ST when combining ST for a ST roll or to cause damage. When using complementary skill rolls to assist someone, add your full bonus (if better than any other bonus you can provide). Add the full bonus to your rolls to spot impostors or supernaturally controlled members of your team.
Half Bonus: Add the half bonus to your Basic Speed for determining your order in the initiative when performing team-based actions (which always use the Basic Speed of the slowest team member).
|Everyday Carry||Location||Cost||Weight||Description & Notes|
|Transponder implants||Implants||$200||neg.||Short-range radio transponders in bio-neutral microcapsules embedded in the base of each middle finger.|
|Paracord bracelet||Wrist||$5||0.2 lb.||A black (dyed and anodised) “survival” bracelet woven of advanced Excalibur paracord (rated for 500 pounds) on an alloy shackle (rated for two tons). Carries ten yards of cord in a broad band on her left wrist.|
|Excalibur Standard, 6mmCL||Holster||$1,850||1.1 lbs.||4d-1 pi; Acc 3; Range 250/2500; Wt 1.5/0.4; RoF 3; Shots 24+1(3); ST 9; Bulk -2; Rcl 2; LC 3; Fine (Accurate, Reliable), +1 Fast-Draw (Ammo), Weapon Bond. A highly-customised Excalibur Standard sidearm, with precision components, custom target grips, crisp trigger pull, fluted barrel and slide, and a bevelled magazine well. It has a programmable camouflage surface matching the uniform. It is holstered on the right thigh, concealed in civilian loadout or openly in tactical carry.|
|Standard magazine||Loaded||$52||0.05 lb.||A high-quality transparent plastic magazine for the Standard, holding 24 rounds.|
|Ammunition, 6mmCL EFMJ Match, ×25||Loaded||$16||0.325 lb.||4d-1(0.5) pi+; Acc 4; CPS 0.625. Will not overpenetrate targets with DR. Ballistically matched to Elizabeth's personal weapons. Loaded in magazine with one in the chamber.|
|Standard magazines, ×2||Holster or LBE||$104||0.1 lb.||A pair of high-quality transparent plastic magazines for the Standard, holding 24 rounds each. They are carried concealed in the left thigh pouch in civilian loadout, or on the LBE in tactical carry.|
|Ammunition, 6mmCL EFMJ Match, ×48||Magazines||$30||0.62 lb.||4d-1(0.5) pi+; Acc 4; CPS 0.625. Will not overpenetrate targets with DR. Ballistically matched to Elizabeth's personal weapons.|
|Civilian Loadout||Location||Cost||Weight||Description & Notes|
|Excalibur Basic Armour||Worn||$2,800||4.2 lbs.||DR 12/3* torso, thighs, shoulders, upper arms. Don 4. A skintight skin-tone-matched singlet of light and supple arachnoweave fabric, designed to be easily concealable under normal clothing. The fabric is moisture-wicking and breathable but waterproof and flame-resistant, comfortable to wear in any conditions for extended periods. Circuitry embedded in the weave provides biomedical sensors and a homing beacon (10 mi. range); and embedded microcapsules release a cocktail of medical chemicals on contact with blood, automatically staunching wounds and treating shock (automatically rolls for bandaging after 20 seconds, and treating shock after 10 minutes, with First Aid-12, no special result on a critical success, and only restoring 1d HP). T/100 hr.|
|Clothing||Worn||$600||2 lbs.||A low cut business blouse and pencil skirt with black heels and thigh high stockings, finished off with a pair of dainty reading glasses.|
|Garter holster||Worn||$1,000||0.7 lb.||A padded and custom-tailored concealable garter (thigh) holster with matching double magazine pouch. It has a gecko-adhesive retention mechanism controlled by smart electronics, secure-linked to the holstered weapon. It is functionally impossible to remove a holstered weapon without authorisation, and gives -1 to Fast-Draw (Pistol) and +3 to Holdout; fitted precisely to the Excalibur Standard pistol.|
|Tactical earbuds||Worn||$50||neg.||These low-profile scan-fitted smart earplugs are made of skin-tone-matched plastic for maximum concealability, and include active sound amplification and cancellation systems (Acute Hearing 2 and Protected Hearing) and smart electronics for secure links to other devices. The integral batteries in each last for 3,000 hours.|
|Tactical smartglasses||Worn||$630||0.25 lb.||This eyewear is made from smartglass and memory alloys with smartfoam padding. They provide Protected Vision and DR 10 to the eyes, Night Vision 9 and Near-Infrared Vision with 1–4× electro-optical magnification, and a include a pebble computer (Complexity 3) controlled by a neural input headset and supplementary gesture interface. The integral power cell lasts indefinitely in adequate light (-1 or better) thanks to the smartglass lenses, and up to 24 hours in total darkness.|
|Tactical smartphone||Hip Pocket||$1,400||0.75 lb.||This smartphone is small, ruggedised, and powerful, integrating a light-duty pocket computer (Complexity 4) with a smartglass datapad interface, a compact but long-range (10 mi.) small radio with secure encryption, radio intercept and direction finding, and universal cellular access; and an inertial compass with GPS receiver. S(F)/90 hr.|
|Tactical Carry||Location||Cost||Weight||Description & Notes|
|Chemical flares, ×4||LBE||$4||1 lb.||Fiercely bright chemical cold lights the size of a golf ball. Provides Illumination +5 for an hour, reducing by one step for each hour afterwards. One white, one infrared, one tinted red, and one tinted green.|
|Electronic cuffs||LBE||$60||0.25 lb.||A pair of rigid padded handcuffs with smart electronics and a homing beacon. ST 20, DR 10, and -6 to Escape. T(F)/3 mo.|
|Excalibur Disruptor Mini||LBE||$800||1.2 lbs.||HT-3 aff.; Acc 3; Range 25/75; Wt 1.4/2XS; RoF 5; Shots 40,000(3); ST 5; Bulk -1; Rcl 1; LC 3.|
|XS battery, fine-quality, ×2||Loaded||$80||0.2 lb.||Shots 120,000(3). Two Excalibur AA batteries for the Disruptor Mini.|
|Excalibur Tactical Armour||Worn||$23,000||18 lbs.||DR 30/8* skull, body, limbs, extremities; Don 21; +4 Hiking, +2 Climbing, +2 Stealth; +3 Camouflage in urban terrain; +1 to dodge active sensors; negates -2 in Stealth penalties for encumbrance. A suit of emergency response armour for urban paramilitary or commando units. It is fashioned of cutting-edge arachnoweave spider-silk fabric in an armour-optimised weave and cut, with smart-matter elements woven into and coating it; it is fire-retardant, chemical-resistant, and moisture-wicking, and adjusts to comfortably fit the wearer. The outfit consists of a collared jumpsuit with additional skullcap, gloves, and boots. The surface of the armour provides limited programmable camouflage (optimised for urban terrains, with daytime, nighttime, twilight, and indoor patterns; plus a retro-reflective “safety” pattern and plain “uniform” pattern), electronic support measures (can detect radar, t-ray, and laser emissions at twice their active range), and solar power (provides indefinite power for suit systems in +0 or better illumination). The interior of the suit bears biomedical sensors and a trauma maintenance system (automatically bandages wounds in 20 seconds after penetrating injury, and treats shock 10 minutes after penetrating injury, both with First Aid-12). The boots include high-quality gripboot soles, the gloves have gecko surfacing for surer grip, and the exterior is studded with load-bearing equipment and pockets for trauma plates. All parts of the suit seal together for maximum protection; with a compatible helmet, it provides climate control (-120°F to 120°F), radiation protection (PF 2), and pressure support (10 atm.). 2T/100 hr. (but see note in text).|
|Excalibur Tactical Helmet||Worn||$5,500||5.5 lbs.||DR 12 skull, lower face; DR 21 eyes, upper face (semi-ablative). A sealed ballistic helmet of carbon-fibre-reinforced titanium metal-matrix composite with a visor of laminated sapphire smartglass. A triple-redundant laser/light/camera module is mounted on the left temple (3D imaging, 64× magnification, Night Vision 9, and Tunnel Vision; +4 brightness tunable flashlight; 500 yd. laser dazzler range; 5 mi. laser rangefinder range; 50 mi. laser comm range). The visor includes comprehensive auto-adjusting vision protection and hyperspectral/thermal imaging with minor magnification and a broad field of view, and provides full HUD output and neural input (4× magnification, Protected Vision, Realistic Hyperspectral Vision, Thermal Infrared Vision). Binocular parabolic sound directors on the sides of the helmet provide simultaneous hearing protection and enhancement and automatic sound analysis and near miss indication with connected software (Protected Hearing, Discriminatory Hearing, Parabolic Hearing 3; Subsonic Hearing; Ultrahearing; provides +4 to Vision rolls to locate attackers, detecting sounds with Vision/Hearing-18) and a sonar divecomm (3 mi. range). Built into the chin and cheeks is air processing hardware including a respirator (to extract oxygen from thin or depleted atmospheres), air filters (protecting against 99.997% of particulate, VOCs, and gasses), and a 10-minute emergency oxygen supply, all controlled by a dedicated chemsniffer and pressure sensors for automatic activation in unbreathable atmospheres (+10 to resistance rolls to avoid sudden exposure to hazards). Finally, the helmet also includes a small intercept radio (10 mi. range) and IR transceiver (500 yd. range) with secure encryption, and inertial tracker with GPS and atomic chronometer (+3 Navigation) for maximum field flexibility. S/72 hr.|
|Expandable baton||LBE||$120||1 lb.||sw cr, thr cr; Reach 1; Parry 0; Wt 2; ST 6; Nanomaterials, Very Fine. A very high quality spring-loaded expanding baton of light nanocomposite.|
|First aid kit||LBE||$100||2 lbs.||Contains a can of bandage spray (bandage minor wounds in 10 seconds), smart bandages (bandage major wounds in 20 seconds), and disposable hypos with emergency medications (to treat pain, anaphylaxis and allergies, nerve toxicity, heart attack, and sedation). Good for six minor treatments and four major treatments of each type. Gives +2 (quality) to bandaging and +1 (quality) to other First Aid rolls.|
|Flashbangs, ×4||LBE||$640||1 lb.||HT-5 aff. (10 yd.); Wt 0.25; Fuse 2S; Bulk -1; Cost 160; LC 3. A set of golf-ball-sized smart-fused stun grenades.|
|Gecko tape, 15 yd. roll||LBE||$13||0.25 lb.||A fifteen-yard ‘flat pack’ roll of double-sided high-quality gecko tape.|
|Gun maintenance kit||Packed||$400||2 lbs.||A pouch containing tools for Armoury (Small Arms). Gives -2 (quality) to most tasks or +2 (quality) to basic maintenance for any firearm.|
|Multitool||LBE||$80||0.5 lb.||A emergency multi-tool optimised for one-handed use. Includes spring-action pliers and wire cutters, two fine stainless steel blades (one serrated), a fine saw, a strap cutter, a can and bottle opener, an oxygen tank wrench, and several sizes of screwdriver.|
|Notepad||LBE||$20||0.1 lb.||A 50-page memo pad with waterproof paper.|
|Pen||LBE||$25||neg.||A capped ballpoint pen of heavy alloy, capable of writing in nearly any conditions and durable enough to use as an improvised weapon or spike.|
|Strobe marker||LBE||$35||0.25 lb.||A palm-sized domed light with a gecko adhesive back, visible up to 2.5 miles away. Can be tuned to burn steadily or strobe any pattern, in any colour or combination of colours, or in infrared. T(F)/3 days.|
|Tactical computer||Inside Pocket||$5,080||0.7 lb.||A rugged light-duty miniature eight-core pocket computer (Complexity 4) with smart electronics. The size of a deck of cards, it has no external display, nor any physical interface beyond basic power and status indicators, biometric input, and self-sealing power and cable jacks, though it can be attached to any standard I/O devices. 2XS(F)/60 hr. It is sealed into an inside pocket of the armour with a cable jack for secure link to the suit and helmet.|
|Tactical folding knife||LBE||$210||0.25 lb.||sw-1(2) cut, thr+1(2) imp; Reach C,1/C; Parry -1; Wt 0.5; ST 5; Superfine, Nanomaterials.|
|Tactical holster||Worn||$150||0.5 lb.||A drop-leg holster with gecko-adhesive retention mechanisms controlled by smart electronics, arranged for easy access and smooth drawing from any position. It is functionally impossible to remove a holstered weapon without authorisation, and gives +2 to Fast-Draw (Pistol) and -2 to Holdout.|
|IFF controller||3||$500||Interrogates IFF units and augments fire-control to prevent friendly fire without spoiling good shots. Gives +2 to Situational Awareness and lowers the maximum skill for Hitting the Wrong Target to 6 for all targets designated as friendly.|
|Silhouette||4||$1,000||An augmented memory target identification system loaded with databases to identify targets of military or police interest, including weapons, armour, vehicles, and logos with a 1-second query; can also query servers (1d seconds) for targets not in its databases.|
|TacNet||4||$5,000||Maintains battlefield awareness, tracking and sharing team positions, firing arcs, blind spots, command relationships, recognised items and targets of interest, and filtering all data for relevance. +1 (quality) to Tactics, +4 to Situational Awareness.|
|Target Tracking||4||$500||Intelligently paints, evaluates, and tracks up to ten thousand threats; allows manual target painting as a free action; and automatically queries object databases to identify threats; +8 to Situational Awareness (not cumulative with TacNet).|
|Targeting||4||$1,000||Automatic target profiling, ballistic modelling, dodge prediction, environmental compensation, etc. for +2 Guns and Gunner with any linked smartgun.|
|Translation Software||4||$2,500||Fluent translation software for English to Japanese, Chinese, Korean, Arabic, and French.|
|Visual Enhancement||4||$500||Performs image stabilisation, glare reduction, subtle edge highlighting, colour balancing, contrast enhancement, and other post-processing to provide +1 to Vision rolls, negate TL8 and below camouflage, and half the bonus for known TL9 camouflage.|
Background & Notes
|Sense of Humour||Promiscuity|
|Flexibility||Religion & Spirituality|
- Topics of conversation
- Habits and quirks
- Hobbies and enjoyments
- What is your full name?
- Where and when were you born?
- Who are/were your parents? (Know their names, occupations, personalities, etc.)
- Do you have any siblings? What are/were they like?
- Where do you live now, and with whom? Describe the place and the people.
- What is your occupation?
- To which social class do you belong?
- Describe yourself, physically, including any distinguishing marks or features.
- Do you have any allergies, diseases, or other physical weaknesses?
- Are you right- or left-handed?
- What words and/or phrases do you use very frequently?
- What do you have in your pockets?
- Do you have any quirks, strange mannerisms, annoying habits, or other defining characteristics?
- How would you describe your childhood in general?
- What is your earliest memory?
- How much schooling have you had?
- Did you enjoy school?
- Where did you learn most of your skills and other abilities?
- While growing up, did you have any role models? If so, describe them.
- While growing up, how did you get along with the other members of your family?
- As a child, what did you want to be when you grew up?
- As a child, what were your favorite activities?
- As a child, what kinds of personality traits did you display?
- As a child, were you popular? Who were your friends, and what were they like?
- When and with whom was your first kiss?
- Are you a virgin? If not, when and with whom did you lose your virginity?
- If you are a supernatural being, tell the story of how you became what you are or first learned of your own abilities. If you are just a normal human, describe any influences in your past that led you to do the things you do today.
- What do you consider the most important event of your life so far?
- Who has had the most influence on you?
- What do you consider your greatest achievement?
- What is your greatest regret?
- What is the most evil thing you have ever done?
- Do you have a criminal record of any kind?
- When was the time you were the most frightened?
- What is the most embarrassing thing ever to happen to you?
- If you could change one thing from your past, what would it be, and why?
- What is your best memory?
- What is your worst memory?
Beliefs And Opinions
- Are you basically optimistic or pessimistic?
- What is your greatest fear?
- What are your religious views?
- What are your political views?
- What are your views on sex?
- Are you able to kill? Under what circumstances do you find killing to be acceptable or unacceptable?
- In your opinion, what is the most evil thing any human being could do?
- Do you believe in the existence of soul mates and/or true love?
- What do you believe makes a successful life?
- How honest are you about your thoughts and feelings (i.e., do you hide your true self from others, and in what way)?
- Do you have any biases or prejudices?
- Is there anything you absolutely refuse to do under any circumstances? Why do you refuse to do it?
- Who or what, if anything, would you die (or otherwise go to extremes) for?
Relationships With Others
- In general, how do you treat others (politely, rudely, by keeping them at a distance, etc.)? Does your treatment of them change depending on how well you know them, and if so, how?
- Who is the most important person in your life, and why?
- Who is the person you respect the most, and why?
- Who are your friends? Do you have a best friend? Describe these people.
- Do you have a spouse or significant other? If so, describe this person.
- Have you ever been in love? If so, describe what happened.
- What do you look for in a potential lover?
- How close are you to your family?
- Have you started your own family? If so, describe them. If not, do you want to? Why or why not?
- Who would you turn to if you were in desperate need of help?
- Do you trust anyone to protect you? Who, and why?
- If you died or went missing, who would miss you?
- Who is the person you despise the most, and why?
- Do you tend to argue with people, or avoid conflict?
- Do you tend to take on leadership roles in social situations?
- Do you like interacting with large groups of people? Why or why not?
- Do you care what others think of you?
Likes And Dislikes
- What is/are your favorite hobbies and pastimes?
- What is your most treasured possession?
- What is your favorite color?
- What is your favorite food?
- What, if anything, do you like to read?
- What is your idea of good entertainment (consider music, movies, art, etc.)?
- Do you smoke, drink, or use drugs? If so, why? Do you want to quit?
- How do you spend a typical Saturday night?
- What makes you laugh?
- What, if anything, shocks or offends you?
- What would you do if you had insomnia and had to find something to do to amuse yourself?
- How do you deal with stress?
- Are you spontaneous, or do you always need to have a plan?
- What are your pet peeves?
Self Images & Etc.
- Describe the routine of a normal day for you. How do you feel when this routine is disrupted?
- What is your greatest strength as a person?
- What is your greatest weakness?
- If you could change one thing about yourself, what would it be?
- Are you generally introverted or extroverted?
- Are you generally organized or messy?
- Name three things you consider yourself to be very good at, and three things you consider yourself to be very bad at.
- Do you like yourself?
- What are your reasons for being an adventurer (or doing the strange and heroic things that RPG characters do)? Are your real reasons for doing this different than the ones you tell people in public? (If so, detail both sets of reasons…)
- What goal do you most want to accomplish in your lifetime?
- Where do you see yourself in 5 years?
- If you could choose, how would you want to die?
- If you knew you were going to die in 24 hours, name three things you would do in the time you had left.
- What is the one thing for which you would most like to be remembered after your death?
- What three words best describe your personality?
- What three words would others probably use to describe you?