Tables of Doom: Personalilty Rules

By: Flash Fire
Date Created: June 20, 1999

If you're like me, most of your characters come out with the same basic personality and traits. Yeah, I'm not the world's greatest role-player, but that's okay. There's a better way to figure out a character's personality. It's called the Meyers-Briggs Personality Type Indicator. There's D10 table attached, but its not accurate to real life nor recommended for role-playing (as opposed to roll-playing). Also note that it is possible for someone to fall in-between various categories, allowing for more depth if you wish.

This system boils down to the fact that there are eight basic traits to a human being's personality. These traits are broken into four categories. To make things simple, I'm going to break it down by category.

The first is how the individual deals with the other people. The two traits in this category are fairly well-known, Introversion and Extroversion.

1-5 - INTROVERSION: The Introvert deals best with their own mind and isn't very concerned with what other people are doing/saying/thinking. They prefer to develop ideas and plans by thinking them through, by applying the ideas and facts behind what they have to do. As such, they'll tend toward occupations and projects that deal with planning, organization, and research.

6-0 - EXTROVERSION: The Extrovert is the person who is constantly think about other people, and deals mostly with what they think/say/do. They'll make their decisions based on discussion with the group, and like to learn new ways of doing things based on what other people are doing. On the down side, they'll often be impatient and will sometimes act without thinking. They'll tend toward occupations that deal extensively with people or require quick action.

The second category deals with how the individual perceives the outside world. This category is made up by the divisions Sensing and Intuitive.

1-5 - SENSING: A Sensor deals with what can be... well, sensed. They prefer to find things out by experiencing them, by facts and proof rather than gut feelings. They'll tend toward occupations and projects that have an obvious practical application, such as mechanics and soldiery.

6-0 - INTUITIVE: An Intuitive person will follow their guts, and like to learn new things. They like to change the way things are done, sometimes for no other reason than that was the way it was always done. The downside is that they may miss out on the facts of a given situation, and their new solutions may not work. They're given toward jobs that deal with new ideas, such as theoretical sciences, and artistic occupations.

Next up is how the individual deals with themselves and makes decisions. These divide up into Thinkers and Feelers.

1-5 - THINKER: A Thinker is someone who uses logical thought processes to reach a conclusion. This can be a problem as much as a boon, as the person probably will make their decisions impersonally, hurting those around them without knowing it. A Thinker is given to ruthlessly logical jobs, such as judiciary positions and computer science.

6-1 - FEELER: A Feeler will use their values and beliefs to come to a decision. They like to please people, and will choose based on likes and dislikes. These people choose jobs that require a sympathetic outlook, such as teaching, psychology, and sometimes politics.

The last of the categories is how the person deals with the decisions they make. They separate into the categories Judging and Perceiving.

1-5 - JUDGING: A Judger likes to plan what they are going to do and follow that plan through. They prefer to come to decisions and have things finished, the focus on the end goal. These people will deal best with the same kinds of jobs that the Sensor and the Thinker prefer, ones that require a logical plan that can be carried through to completion (soldiery, management, judiciary functions, computers, and so on...).

6-0 - PERCIEVING: A Perceiver works best with their options open. They adapt well to changing circumstances and tend to leave projects open for last-minute changes. They're usually curious and like new views on a subject. Preferred jobs and tasks will be ones where things can change on a sudden and random basis, such as spy and detective work, or are at least open and unrestrictive, keeping them away from governmental and corporate structures.

Once each traits is chosen, these will almost invariably lead the character to a specific personality type, detailed below.

Type Reference:

Application to a Game

If you're not sure about what you want your character to be, try tracking down a personality test on the Internet. A few sites offer a Meyers-Briggs style of test, as well. Toss in some answers based on what you think your character would say, and it will spit out a type and description of the character's personality. I'd recommend writing down all the answers you give too, for future reference.

No amount of personality should replace an alignment. The character's personality tells you how the character reacts to others and what their outward "face" is to others, as well as how they usually think and reason. The alignment has nothing to do with this. That tool is the character's core beliefs and what they will do when pressed to the wall. An example would by Doc Feral from TMNT & OS. The character is nice, kind, courteous, loves children, gives to charities, and carves up mutant animals like a Christmas goose (occasionally while their still alive). Personality does not dictate morals.

Tables-of-Doom-Personality-Rules.php -- Revised: January 27, 2021.