Player's Handbook · Chapter 14

Hearts & Friction — Personality and Relationships

Personality decides chemistry; the relationship score only enhances it. A high score never forces affection, and a low score never blocks an honest spark.

Each character carries a personality archetype (Warden, Spark, Ledger, Thorn, Lantern, Tide, Flint, Hollow — see <@warden-example.personality-archetype>). The archetype sets what raises or lowers their score: gifts thrill a Ledger and repel a Thorn. Materialism is never universal — wealth impresses only those whose archetype values it.

Every bond tracks four axes: score (-100 to 100), chemistry (-10 to 10), attraction (-10 to 10), and friction (-10 to 10). High chemistry with low score is instant kinship; high score with low chemistry is a good work relationship; high attraction with high friction is a stormy romance. School it with <@instant-kin-example.relationship-bond>.

Witnessing harm matters: watching the player hurt someone they love triggers the bond's loyaltyTest — weighed against how they feel about the player versus the victim. Learning it later lands softer but distorted, like all secondhand knowledge.

Manual updated Oct 25, 2026.