CV “Fisaco” Relationships

Fiasco Rules

Instead of the traditional you all meet in a bar or similar we are going to do two things to make the character interactions a bit more 3D. One is that we will be intentionally starting with a blank slate (the amnesia trope). The second is the Fiasco Relationships. These  will allow us to build simple yet rich relationships among the members of the party that can lead to new adventures, quests, and connections to the world as well as better party interaction.

We will also use this list to connect the PC to at least one NPC (either one of the PC’s contacts or an NPC of the DM’s choice though the choice of who the connection will be made to is up to the player).

How to use this list

During character creation, have each player roll 1d20 (or pick a number). The result ties his or her PC to the PC of the player on his or her left. This repeats around the table until each PC has two relationships, one with the player on the left and one with the player on the right. A PC can make the connection be to him/her self or to a close NPC of his choice (one of his or her contacts for example); however, at least one of the connections must be to the PC directly.

Let the players discuss the nature of this relationship, choosing a side when applicable and adding some details of their own. We will record all of this (and email it out after the session as well) and having players record it on their character sheets. If one doesn’t make sense or is quite displeasing to one or both of the players, let them re-roll it.

Throughout the campaign,  plots and adventures will tie to these relationships and backgrounds of the PCs.

The relationship chart

  1. Only two survivors of former adventuring company
  2. Former friends or lovers that fell out
  3. Mentor and apprentice
  4. Boss and hired hand
  5. Siblings
  6. Former prison cell-mates
  7. Former members of a town militia
  8. Former members of a mercenary company
  9. Former members of a thieves guild
  10. Former students of a beloved teacher
  11. Lord and serf
  12. Former veterans of the same war
  13. Ward and protector
  14. Bounty hunter and prisoner
  15. Former members of the same grifter crew
  16. Former members of the same street gang
  17. Former enemies that now work together
  18. Members of the same adopted family
  19. Former slave
  20. Business partners





Roll 2d6


1. Family

1. Siblings

2. Distant Cousins

3. Family Friends

4. Cousins who are equally likely to inherit

5. In love with the same person

6. Black sheep of the family

2. Friends

1. Friendly Rivals

2. Childhood Friends

3. Friend of a Friend

4. Former co-workers

5. Neighbours

6. Mentor & Student of one trait or another

3. Fellowship

1. Longtime adventuring companions

2. Reluctant Allies

3. Bound together by a sacred oath

4. Members of a guild

5. Traveled to town together

6. One’s the brains, one’s the brawn

4. Secrets

1. The only survivors

2. The only two who know the secret

3. Members of a secret cult

4. Witnesses to an assassination

5. Each carries half of a treasure map

6. You keep him close because he knows your secret

5. War

1. Brothers in arms

2. Mercenary and Employer

3. Fought in the militia together

4. Served opposite sides in the last war

5. A blood debt still needs to be repaid

6. Refugee & Helping Hand

6. Magic

1. Both carry a curse

2. Trained together

3. Blessed by the same church

4. Servants of the same supernatural power

5. One dreamed that the other would save their life… long before they met

6. Linked together by a dark ritual



The first player, a cleric, rolls a 5 and determines that he and the player on his left are siblings. The next player, a fighter, rolls and gets a 5 as well but the two player discuss that it doesn’t sound fun for everyone to be brothers so he rolls again and gets a 16. However, player to his left is a noble paladin and doesn’t want to have been a member of a gang so the player says that he and the paladin’s brother were in the same gang. Next the paladin rolls and gets a 11 which he thinks is perfect. The mage to his left, however is not keen on being a serf so he suggests that the paladin’s brother is the serf and that he is the lord. They point out that the paladin needs to be part of this relationship. Turning the tables they decide that the mage is the lord and that the paladin is in serfdom to the mage. The mage rolls and gets a 20 and is a business partner with the thief sitting to his left. The thief rolls a 14 and asks the cleric (the first player) if the cleric wants to have captured him or vise versa and they decide that it will be more interesting if they do a role reversal and have the cleric be hunted and the thief be the bounty hunter who is threatening to turn him in for a reward.