
Character Traits
ORIGINS (Optional)
The Realities that Shaped You
Every Investigator has a specific version of reality that they come from, folded into the current one and overlapped on top. These are distinct worlds and civilization that evolved along different lines of philosophy, culture, and technology.
Your Origin determines your starting worldview, equipment, and early influences.
Your Origins Evolution Path define what your people prioritized over the ages before it merged with the current one.
You begin play with 5 Evolution Points to allocate among your Origin’s three paths:
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Technological – mastery of science, tools, and warfare
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Cultural – social cohesion, creativity, and governance
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Spiritual – inner development, mysticism, and meaning
Each level of evolution unlocks unique advantages, philosophies, and roleplay hooks.
You may evolve one path fully, or balance across them. The shape of your civilization defines how a character starts in a game.
After creation, you may not change or edit your Origin. The 5 Evolution Points you get here are all you will ever get.
Alternatively, a player can choose not to build an Origin, opting into another characters. In this case, the players character comes from the same universe or reality. This can be helpful if two or more players choose to play the same type of Being, for roleplaying purposes, or for singular reality campaigns.
Players choosing the same Being can come from completely different realities, however, making different Origins for each character.
GM Note
Your players Origin doesn't just affect their character, it places the culture directly within the world. By creating a character, a player is participating in the world building, creating a culture that came during the Great Break. The player is creating an entire culture that can be interacted with and visited. There may be different items, situations, and consequences to interacting with them.
Origin List
Arcane Civilization
Industrial Civilization
Modern Earth
Tribal Civilization
Warrior Civilization
Virtues
Virtues grant specific combat or narrative benefits, while Flaws introduce challenges and limitations. This allows for more personal character builds and helps to reflect the complexities of their personalities, while adding mechanical benefits. Think about how your character gained these aspects of themselves and play into them.
Adrenaline Junkie
You thrive in the heat of battle when severely injured. While your HP is below 25% of its maximum, your AP maximum is increased by 4.
A Little Crazy
You keep fighting even harder at the brink of death. While at Death’s Door, you deal full damage, gain +2 to Evasion Rolls, and can re-roll one failed roll per round.
Animal Whisperer
You have a special bond with animals of a certain kind. Choose an animal. You can communicate with the chosen animal as if you could speak each other's language.
Battle-Hardened
You benefit from prolonged combat encounters. After every 3 consecutive rounds of combat, gain +1 to Attack Rolls and damage for the rest of the encounter (maximum +5).
Braveheart
You balk in the face of fear. While under the effects of the Frightened condition, you gain +3 to Attack Rolls targeting the source.
Catlike
You move with stealth and agility. You can use your AGI to determine your maximum GP instead of END and reduce falling damage by half.
Calming Demeanor
You make others comfortable when you are around. Strangers are more likely to open up and share information with you. This does not affect hostile NPCs.
Clairvoyant
You possess a rare gift for perceiving events before they happen, or sensing unseen truths. Once per day, you may receive a brief vision of a future event or gain insight into hidden information that could influence your current situation. You choose when to activate this effect. Otherwise, your GM may give you visions randomly, which do not use up your 1 active use per day.
Dabbler
You are skilled at learning across different domains. Choose 2 elements. Whenever you use an ability tied to one of the chosen elements, you gain 1 point toward a goal you have set for the other chosen element.
Elemental Adaptation
Your resistance to a particular element makes you difficult to harm by that force. Choose an element. You gain resistance to damage from that element, reducing it by half. If you choose an element you already have resistance to, you gain immunity to it.
Elemental Study
Your deep understanding of a particular element enhances your ability to manipulate it. Choose one element. You can combine an additional Link ability to abilities tied to that element.
Empathetic
You easily understand other people's emotional state. You glean deeper insights into someone’s emotional state during conversations at a glance.
Fearless
You are unafraid of anything. You are immune to the Frightened condition. Additionally, you can ignore up to 15 points of Pressure difference.
First Impression
You leave a strong impact during first meetings. You can roll a 1d4 and add it to all Social Skill rolls during a first encounter with any NPC you are not in combat with.
Good Judge of Character
You quickly assess someone's moral standing. You glean deeper insights into someone’s morals after 1 minute of conversation. You understand their morals based on your own.
Good Memory
You rarely forget important details. You always accurately recall past conversations, documents, or plans.
Hardy
Your body is tougher than most, allowing you to withstand more damage before falling. Your maximum Hit Points increases by 2 for every point of END you have. Whenever you gain END, you additionally gain an extra 2 Hit Points.
Heightened Awareness
You are highly aware of your surroundings. Gain advantage on Perception checks to detect traps, ambushes, or hidden enemies. You are immune to Stealth Skill Focus effects unless the character is invisible.
High Pain Tolerance
You can deal with pain better than most. You take 2 less damage from all damage types after GP is depleted.
Honest
You are honest, and people can tell. People always know when you are telling the truth.
Inborn Talent
You are naturally gifted in a specific skill, performing at a level beyond what would normally be expected. Choose one skill. Gain a permanent +2 bonus to rolls involving that skill, and you can achieve exceptional outcomes beyond the standard success when rolling a natural 10.
Indomitable
Your spirit is unyielding. Once per day, if you are reduced to 0 HP, you may remain at 1 HP for the rest of the round, regardless of how many hits or how much damage you take.
I Know a Guy
You have access to a helpful contact or friend. You know 1 character that exists in the world and can get in touch with them with a phone call. This character can be made with help from the GM and exists in the world simultaneously with your party. The character must be made before the first session of a campaign.
Inquisitive
You are eager to uncover hidden knowledge. You can sometimes notice clues or obscure information others might miss when investigating without requiring a roll.
Iron Will
You are able to resist mental abilities more easily. You can roll a 1d4 and add it to all contested rolls you make to resist the effects of Mental Abilities.
Limit Break
You can surpass your limitations during very specific, vital circumstances. Choose a vital circumstance which activates this trait (e.g., a life-or-death situation, protecting a loved one). On your turn, your AP is doubled until the situation is resolved or significantly changes. Work with your GM to come up with a circumstance that works for your character.
Lone Wolf
You perform better in combat while isolated. You gain +2 to Attack, Defend, and Evasion Rolls when no allies are within 100 feet or are alone with hostiles in a room.
Lucky Breaks
You tend to find fortune in unexpected places. You can find useful items or information in unusual locations during exploration. Failed skill checks may lead to new discoveries as well.
Lucky Streak
Luck consistently favors you. You have a 3 Luck Points, which you regain upon finishing a long rest. You can spend 1 point to turn a failed roll into a success. Whenever you roll a 10, you gain 1 AP.
Mechanical Genius
Your understanding of machines is unparalleled, allowing you to repair and optimize them easily. You can roll a 1d4 and add it to all Engineering rolls when creating or repairing mechanical items.
Natural Immunity
Your body has an unusual resistance to diseases and toxins, allowing you to shrug off most harmful substances. Gain resistance to Toxin damage and disease effects. The Poisoned State maxes at 3 stacks instead of 5.
Night Owl
Your energy and focus remain sharp even during late hours. Gain a +2 bonus on all rolls during night hours or when deprived of sleep.
Nimble Reflexes
Your quick reflexes help you dodge incoming attacks with greater ease. Gain a +1 to Evasion Rolls. You can move 10 feet whenever you successfully evade an attack or ability as a part of the reaction.
Practiced Hand
Your expertise with a certain physical attribute makes it easier to master related abilities. Choose an attribute (STR, AGI, or END), or 1 Physical or Technical skill. Gain 1 additional point toward improving the attribute or skill chosen. You can gain this any number of times, but you must choose a different option each time.
Power Napper
You recover from breaks faster than most. Reduce the time needed for a short or long rest by 50%.
Precise Striker
Your accuracy in combat is deadly, and your strikes hit with devastating precision. When you roll a 10 on an attack roll, you deal 1 additional die of damage.
Quick Study
You learn quickly when studying under specific conditions. Choose either an attribute (INT or CHA), or 1 Mental or Social skill. Gain 1 additional point toward improving the attribute or skill chosen. You can gain this any number of times, but you must choose a different option each time.
Quick Thinker
Your mind works faster than most, allowing you to react quickly and decisively. You gain a +2 bonus to initiative rolls. Once per round, you may reduce the cost of a reaction by 1 RP.
Reactive
You are more reactive than most. Any RP you don't use during a round is added to the next round's RP. This does not allow you to go past the RP limit.
Reliable
You consistently deliver on promises. Whenever you make a promise, the GM will randomly grant you a +5 bonus to rolls in pursuit of fulfilling it. This bonus can apply to anything that requires a roll, including but not limited to: GP when using Defend, Initiative, Skill rolls, etc.
Reputable
Whether it's true or not, your reputation precedes you. Characters are more likely to recognize you or know of your reputation, making them treat you in a wide variety of ways determined by the GM. Additionally, you gain a +1 bonus to any roll made to acquire information, as people are more inclined to trust or fear you due to your reputation.
Resilient
You have an uncanny ability to bounce back from harm, recovering faster than most. Whenever you regain hit points, recover 1 additional hit point. You gain a +2 to Resilience rolls.
Silver Tongued
You can convince others of things easily. Once per day, you can convince a character of anything, no roll needed, as long as it doesn't go against something that is widely known to be true. The character believes whatever you tell them for a number of hours equal to your CHA, before learning the truth in some way.
Skill Potential
Your potential with a certain skill goes beyond that of a normal person. Choose one skill (e.g., Athletics, Deduction). The maximum skill proficiency level for that skill is now 5 instead of 3. You can gain this any number of times, but you must choose a different skill each time.
Stoic
You’re unshaken by adversity and unyielding in your resolve, making you a rock in any fight. While your GP is at 0, you gain a +2 bonus when you regain GP using the Defend reaction. Reduce the duration of all Negative States by 1 round.
Super Swimmer
Your swimming ability is exceptional, allowing you to move swiftly and efficiently in water. You can move through water at the same speed you can move on land. You require no Athletics rolls to swim well. You can hold your breath twice as long as a normal person.
Team Player
Your ability to work with others is unmatched. You generate 1 point of Flow with every AP spent.
Tough as Nails
You have learned to endure tough situations. You roll a D8 instead of a D4 whenever you use the Defend reaction.
Unstoppable
Nothing can halt your momentum once you get going, making you a relentless force on the battlefield. If you successfully hit an enemy, your next attack gains a +1 bonus to hit and damage. This bonus resets at the end of your turn or if you miss.
Weapon Potential
Your potential with a certain weapon goes beyond that of a normal person. Choose one weapon type (e.g., Swords, Bows). The maximum weapon proficiency level for that weapon is now 5 instead of 3. You can gain this any number of times, but you must choose a different weapon each time.
Flaws
Absent-Minded
You frequently forget details or lose track of important information.
The DM will randomly roll a D4 whenever you attempt to recall any specific detail or remember an item. On a roll of 1, you cannot recall the information or forget the item.
Addiction (Mild/Moderate/Severe)
You have a dependency on a substance or behavior, affecting your focus and performance.
Choose or roll a D4. The number rolled determines the severity of the addiction. You or the GM chooses what the addiction is.
1–2 Mild: After every 48 hours, you must make a DR 2 Resilience roll. On a failed roll, you suffer a -2 penalty to all rolls until indulging in your addiction.
3 Moderate: After every 24 hours, you must make a DR 4 Resilience roll. On a failed roll, you suffer a -4 penalty to all rolls until indulging in your addiction.
4 Severe: After every 12 hours, you must make a DR 6 Resilience roll or suffer a -4 penalty to all attributes, as well as the above penalties, until indulging in your addiction.
All Thumbs
You struggle with handling delicate objects or tasks requiring precision. You have a -3 penalty on rolls involving tools, locks, or fine motor skills.
Agoraphobia
You experience intense anxiety in wide-open spaces or unfamiliar, crowded environments.
You have the Frightened condition when in open areas like plains, large towns, or any environment where you can’t find cover or escape routes. You must make a DR 6 Resilience roll to avoid freezing or panicking in these situations.
Anxious
You are prone to anxiety, especially in high-pressure situations. You may gain the Paralyzed state in tense or stressful situations. The DR to break free from this paralysis is 4.
Arch Enemy
You have made a powerful enemy who will seek to hinder or harm you at every opportunity. The GM will introduce your nemesis at key moments, adding challenges or consequences for your past actions. Work with your GM to add the character into your character's backstory.
Awkward
You have difficulty navigating social situations. You have a -3 penalty to Social skill rolls in formal or unfamiliar settings.
Blabbermouth
You reveal too much information during conversations. After every important conversation, roll a D6. On a 1–3, you inadvertently disclose a secret.
Claustrophobic
Tight, enclosed spaces trigger panic or discomfort. You have the Frightened condition when in confined spaces like caves, dungeons, or narrow hallways. You must make a DR 6 Resilience roll to avoid freezing or panicking in these situations.
Compulsive Liar
You lie constantly, even when unnecessary. The GM can ask you to roll a D6 during any conversation. On a 1–4, you lie, regardless of the situation.
Code of Honor
You follow a strict moral or ethical code that limits your actions. These morals aren't inherently bad, the fact that you follow them to your detriment is. Come up with a code that your character lives by (won't fight women, won't steal, etc.) You must roll a D10 whenever you're about to break your code. On a roll of 1–7, you cannot act against your principles.
Curiosity Killed the Cat
You can't resist investigating suspicious objects or situations. Whenever you see something suspicious, the GM can force you to roll a D10. On a roll of 1–4, your character must investigate the suspicious situation, character, or item.
Distractible
You have trouble focusing on a single task in chaotic environments. The GM randomly forces you to roll a D10 whenever you target a character with an attack or ability. On a roll of 1–3, you target the last character to act instead, as your attention was brought to that character. If you wish not to target that character, you can halt your action, but your AP is still spent as if you had gone through with it.
Disloyal
You have difficulty maintaining loyalty to others. Whenever you are confronted with a choice that would lead you to be disloyal, you must roll a D10. On a roll of 1–3, you betray your allies in some way. You cannot grant any benefits from Leadership Skill Focus Effects.
Easily Winded
You have poor stamina, making it difficult to engage in prolonged physical activity. Moving on your turn costs 1 additional AP.
Egoist
You believe you're the most important person in any situation. You must heal or support yourself before others.
Fear of Heights
Being high up makes you anxious, affecting your ability to think clearly. You have the Frightened condition when at high altitudes or looking down from significant heights. You must make a DR 6 Resilience roll to avoid freezing or panicking in these situations.
Fear of the Dark
Rolls you make to resist the Frightened state gain a -5 penalty when in darkness or dimly lit areas.
Gambler
You are drawn to high-stakes risks and gambling. You must roll a D10 to resist gambling or risk-taking when confronted with it.
Gossip
You cannot resist sharing juicy information. After learning a secret, roll a D10. On a roll of 1–3, you must share it with at least 1 character within the next day.
Gluttonous
You have an insatiable appetite, often eating or drinking too much at inopportune times. Must eat 2 full meals a day. Gain 1 additional level of fatigue if unable to eat.
Gullible
You're easily convinced and tend to believe whatever you're told. You have disadvantage on Insight rolls to determine lies. You automatically believe non-hostile statements unless contradicted.
Heavy Sleeper
You sleep so deeply that it's hard to wake up, even in emergencies. You have disadvantage on Perception rolls while resting. -2 to Initiative rolls when suddenly awoken by battle.
Hot-Tempered
You lose your temper easily. You must respond to any provocation with hostility.
Impulsive
You act before thinking, often rushing into situations without a plan. You must make the first move to start combat. Your max GP is halved for the first round of combat.
Insecure
You doubt your own abilities constantly. You gain a -3 penalty to any skills you aren't proficient in.
Klutz
You are prone to tripping or dropping things. On an Evasion roll of 1–4, you fall prone, whether you successfully evaded or not. You also have a -1 penalty to resist being disarmed.
Loyal to a Fault
You are overly loyal, even when it's harmful. Roll a D10. On a roll of 1–5, you cannot act against someone you’ve pledged loyalty to.
Melancholy
You tend to dwell on negative emotions, making motivation difficult. You have a -3 penalty to rolls to resist Mental Abilities that alter your perception to something happier.
Naïve
You are innocently ignorant of a facet of life. Choose a broad topic. Your character automatically fails any rolls regarding knowledge of the topic. If your character learns about the topic in enough detail, replace this flaw with another.
Nightmares
You suffer from chronic nightmares that disturb your rest. After a long rest, roll a D4. On a 1, your Fatigue is not reduced.
Obsessive
You fixate on tasks or people to an unhealthy degree. Choose a character, object, or action. You are obsessed with your choice and will do anything to be around it, own it, or do it.
Overconfident
You have an inflated sense of your abilities, often biting off more than you can chew. You must roll a D10 when confronted with an obviously stronger opponent or dangerous situation. On a roll of 1–4, you cannot retreat and must engage in some way to prove your superiority.
Overly Cautious
You second-guess yourself constantly. You have a -2 penalty to Initiative rolls. The GM randomly asks you to roll a D4 on your turn. On a roll of a 1, you lose 1 AP for that turn.
Poor Hygiene
You neglect personal cleanliness. You have a stacking -1 penalty to Social skills for each day you don't bathe.
Poor Sense of Direction
You easily get lost, even in familiar surroundings. While you are alone, the GM can roll a D10 to determine the direction you go in.
Poor Vision (Day/Night/Overall/Blind)
Choose or roll a D4. The number rolled determines the type or severity of your poor vision.
Day: Disadvantage on all Perception checks in bright daylight.
Night: Disadvantage on Perception checks in darkness.
Overall: Disadvantage on all ranged attack rolls and Perception checks relying on sight.
Blind: You permanently have the Blinded condition. This is a nerve issue and cannot be fixed by anything less than full Mechanization Surgery. If you are already a Robotic character, you are not eligible for this option.
Shameless
You have little regard for social conventions or embarrassment, often acting in ways others find inappropriate. You act as you want regardless of situation or consequence. The GM decides how this affects those around you and your interactions with NPCs.
Sickly
You are prone to illness and slow to recover. Whenever you regain hit points, recover 1 less hit point. Increase the duration of Conditions by 1 round.
Slow Learner
You struggle to grasp new concepts. You need double the experience to increase a skill or or weapons proficiency level.
Slow Reflexes
Your reaction time is slower than average, often putting you a step behind others in fast-moving situations. The Evasion reaction costs 1 additional RP.
Stubborn
You refuse to change your opinion or course of action. Whenever you fail at something, your GM can ask you to roll a D10. On a roll of 1–5, you must attempt it again in the same way regardless of the consequences.
Trust Issues
You find it hard to trust others, even when it’s necessary. You have a -2 penalty to any actions you make during a Flow team up with those you aren't very close to.
Unobservant
You miss details others might easily notice. You can sometimes miss clues or obscure information others might notice when investigating, even on a successful roll.
Vain
You’re overly concerned with your appearance, prioritizing vanity over practicality. If your appearance is threatened, you may flat out refuse certain tasks or requests, needing to find a way to reach your objective without being soiled.
Weak Immune System
You are vulnerable to illness and infections. Toxin damage ignores GP. The Poison state stacks up to 7 times instead of 5.
Weak-Willed
You have difficulty standing up for yourself or resisting peer pressure. You have a -3 penalty on all rolls to resist Persuasion or coercion.
Xenophobic
You are distrustful or fearful of people from other cultures. You have a -3 penalty on social skill rolls with individuals from other cultures.
Zealot
You are fanatically committed to an ideal or cause. Roll a D10. On a roll of 1–5 you cannot act against your beliefs, even when it's dangerous or inappropriate.
Flashbacks
Warp Field characters are shaped by dramatic past events. Traumas, triumphs, and turning points. The Flashback system lets you codify three of these moments during character creation.
Each flashback anchors your character’s identity and provides mechanical bonuses when it resonates with the scene. This can add a bit of spotlight to characters, and allow players to reveal things when they want to, without it feeling forced.
Creating Flashbacks
At creation, define three personal flashbacks. Each should represent a major emotional or formative moment in your character’s life. These can be:
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A pivotal trauma or loss
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A moment of transformation or triumph
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A significant relationship or betrayal
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A mystery tied to your origin
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A moral choice that defines your Virtue or Flaw
Tip: Flashbacks may tie directly into your Virtues and Flaws. For example, a character with the Virtue "Code of Honor" might have a flashback where they failed to save someone and vowed never to let it happen again.
Each Flashback includes:
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Title/Name ("The Crimson Tower Collapse")
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Trigger Theme (e.g., Abandonment, Vengeance, Loyalty, Guilt)
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Connection (Virtue, Flaw, Signature Ability, etc.)
Triggering a Flashback In-Game
When a player encounters a situation that reflects or directly evokes one of their flashbacks, they may declare it.
Example triggers:
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Confronting a similar moral choice
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Facing a fear, repeating a pattern
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Encountering a person or place from their past
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Witnessing someone else in a similar moment
Once declared, the GM can ask the player to briefly narrate the memory (1–2 sentences or a monologue, depending on tone).
Mechanical Bonus
Each Flashback can have one chosen bonus from the list below, selected when the Flashback is first created. Bonuses last for the entire scene or until the current encounter ends, unless stated otherwise.
Combat Bonuses
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Unstoppable Surge: +2 to any Attribute this encounter.
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Never Again: Gain an additional 2 RP when ending your turn during this encounter.
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Sharpened Focus: +2 to all attack rolls and ability DR’s for this encounter.
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Staggering Resilience: You gain Toughness equal to half your END (rounded up) for this encounter.
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Fury Recalled: Deal 1d6 additional damage with any attack or ability during this encounter.
Mental & Tactical Bonuses
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Mind Like a Knife: +3 to all Mental or Social skill rolls during this scene.
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Tactical Clarity: You have advantage on all skill checks during this scene.
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Warp Anchor: You are immune to Mental abilities during this scene.
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No Hesitation: Gain a +5 to your initiative following the flashback.
Team & Social Bonuses
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Inspirational Recall: All allies within 15 ft gain +1 GP and +1 to DRs for the encounter.
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I Won’t Let That Happen Again: Using Guard Assist requires no Flow for this encounter.
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Haunted by Failure: Each time an ally fails a roll against the flashback trigger, you gain the Inspiration State.
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Leader of the Broken: Spend 5 Flow to grant an ally an 1 RP.
Special Utility or Narrative Bonuses
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Flash of Brilliance: Use any Ability you meet the prerequisites for, even if you don’t know it yet. (Costs normal AP or RP.)
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Past Training Resurfaces: A skill or weapon of your choice temporarily becomes Proficiency Level 3 until the end of the scene. Weak or Hopeless skills can be chosen.
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Echo of Another Path: Gain the School bonus of 1 additional school until the end of the scene or encounter.
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Dream of the Other Self: You count as having 1 more Ability Combination slot for the next 24 hours.
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Time-Locked Clarity: Once per round, you may reduce the DR of any check by 5. This bonus lasts until the end of the scene.
Flashback bonuses refresh after a Long Rest, but each memory can only trigger once per session unless the GM decides otherwise.
Optional Advanced Rule: Flashback Goals
Flashbacks can also tie into long-term development goals. If a player fulfills a “resolution” to a flashback (e.g., forgiving a character, solving a mystery, making amends), they may:
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Gain a new Virtue
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Evolve a Signature Ability
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Permanently increase max RP by 1
Flashback Brainstorm Questions
Answer a few of these to help create your three flashback memories.
Formative Events
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What’s the worst thing that ever happened to you?
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Who did you lose that you’ve never truly gotten over?
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What moment made you feel invincible for the first time?
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When did you realize the world wasn’t fair—and what did you do about it?
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Was there a time when you turned your back on everything you believed in?
Relationships
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Who was your closest friend or rival growing up? What happened to them?
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Did you betray someone—or were you the one betrayed?
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Who shaped your ideals or taught you to fight? Are they still alive?
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Have you ever loved someone so much it changed your path?
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Who was your mentor, and what memory do you still carry from them?
Moral Dilemmas
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What’s the hardest choice you’ve ever made?
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Did you ever spare someone who deserved death—or kill someone who didn’t?
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Have you ever broken your own code for the greater good?
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When did you stand alone, knowing you were right and no one believed you?
Thematic or Setting-Based
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When did you first witness a Warp Field? How did it change you?
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Have you ever been lost in an anomaly, or did something follow you out?
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What’s a haunting image or place you’ve seen that you can’t explain?
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Have you ever walked away from a collapsed Field knowing you failed?
How to Turn Answers into Flashbacks
After answering a few questions, choose three answers that feel meaningful or dramatic. For each, write:
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Flashback Title – a short, evocative name ("The Last Fireteam", "Before the Bleed", "The Red Promises")
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Trigger Theme – a keyword or phrase ("Failure", "Loyalty", "Regret", "Vengeance", etc.)
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Connection – which of your Virtues, Flaws, or Goals does this relate to, if at all.
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Memory – a short quote or internal monologue for when the memory returns
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Bonus - the bonus chosen when the Flashback activates and the reason for it
Example Flashback Entry
Title: The Locked Door
Trigger Theme: Abandonment
Connection: Ties to Flaw: Trust Issues
Memory: “She told me to wait. Said she’d be right back. The door never opened again.”
Bonus: No Hesitation - “I won’t wait this time. I’ll open the door myself.”
GM Tips
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Encourage creative Flashbacks that explore more than trauma—joy, triumph, resolve, and hope all work well.
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Let the memory reshape the scene: describe how the world feels different, even if it doesn’t mechanically change.
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Trust your players and work with them to make the scene or encounter more impactful.
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Feel free to grant flashbacks to important NPC’s as well. These can become extra mechanics during boss fights, or boons that end up helping your players.
