The System
Draw two cards from a standard deck of playing cards (jokers removed) and consult the table below. The first card drawn indicates the adjective - the second indicates the noun. Combine the words to form the character's personality type.
Card | ♦️ Red ♥ | ♠️ Black ♣️ |
King | Disloyal/Schemer | Loyal/Companion |
Queen | Unhinged/Lunatic | Courageous/Trooper |
Jack | Dishonest/Liar | Vengeful/Avenger |
Ten | Decadent/Hedonist | Austere/Ascetic |
Nine | Humble/Gentleman | Superior/Narcissist |
Eight | Cruel/Misanthrope | Affable/Friend |
Seven | Charismatic/Charmer | Chivalrous/Cavalier |
Six | Lazy/Wastrel | Kind/Comrade |
Five | Dithering/Fool | Sly/Rake |
Four | Amoral/Rogue | Fearful/Coward |
Three | Bad-Tempered/Brute | Calm/Scholar |
Two | Zealous/Radical | Ambitious/Aspirant |
Ace | Loud/Braggart | Reactionary/Traditionalist |
What and Why?
The above table is my general purpose one. It is formed of character traits and types I’m generally more comfortable with. Therefore my table may be missing some personality types you might include instead. It is also slightly more likely to generate ‘negative’ traits and therefore; 'bad' characters. This is fine, the vaguely villainous are usually more interesting to me. Rewrite the table as you see fit. The personalities of your NPCs are very setting specific things and have a huge impact on campaign feel.
Using cards rather than dice means one can go through an entire deck, two cards at a time, to generate a whole host of different characters with less trait repetition.
This is a great variant of Bath's system! Much quicker to interpret.
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