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Character Creation

The document provides a guide for creating beloved roleplaying characters. It discusses the importance of strong foundations and character bedrock. It recommends choosing a character's background before class to help define who they are. It provides prompts to establish a character's upbringing, family, early talents, and pre-adventure occupation to help flesh them out.

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otaku Pai
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© © All Rights Reserved
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0% found this document useful (0 votes)
411 views39 pages

Character Creation

The document provides a guide for creating beloved roleplaying characters. It discusses the importance of strong foundations and character bedrock. It recommends choosing a character's background before class to help define who they are. It provides prompts to establish a character's upbringing, family, early talents, and pre-adventure occupation to help flesh them out.

Uploaded by

otaku Pai
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

FOR TABLETOP ROLEPLAYERS

COMPLETE CHARACTER
DEVELOPMENT GUIDE
A path to creating a beloved roleplay character crackling
with potential, while learning the timeless storytelling
guidelines that make them work.
2
The three things that matter most in a
story are characters, characters and
characters.
Bob Gale
-Writer, Back to the Future
INTRODUCTION
My first official character wasn’t on a character sheet. It was on a few. In a folder. A
ABOUT HOOK&CHANCE thick folder. Bigger than you’re thinking. Like some eldritch demon straining against
magical wards, it was being held together by one of those thick blue rubber-bands.
Hook&Chance is a podcast brought to you bi- The character had so many appendices and blueprints and drawings and printed
weekly by the two ding-dongs below. Combining references and pages worth of backstory, that it looked like it should have been
our previous experience writing curriculum,
with our love of storytelling structure and slapped down on a steel interrogation table for a fugitive that had evaded capture
roleplaying games landed us in our most ideal for 50 years. I was so excited to play my first session. FIRST. Session.
niche.

For as fat as the folder was, the character was about as deep as a cheap plastic
kiddie pool. The character could be summarized as what if Brad Pitt and Tom Cruise
had an even cooler baby, who owned a movie theatre and also did heroic things
from time to time. It was a tropey amalgam of all the movies I’d seen mashed with
what I had hoped future me would be like.

We were all over-preparing and creating these characters we thought we wanted


to play. As a result… to this day, I cannot tell you what the story was about or what
other characters were in it. What I do remember was the amazing feeling of playing
an absolute badass for 8-9 hours at a time until the sun came up and it was time to
get breakfast at Tim’s (Horton’s for non-Canadians).

For me this is why it eventually became so deeply important to me to create characters


and tell stories. When done poorly, it feels pretty good. When done really well, it
feels great. Though when done well it can also be cathartic, essential, transforming,
escapist, healing, jovial, bond-building good times with friends.

4
HOW TO USE THIS GUIDE
We both LOVE frameworks. All day, every day. We use a framework to plan and outline
every single episode of our podcast and beyond. Why? Because we find that our creativity
flourishes within confines. That when given prompts, our ideas run wild. We hope this
guide helps you unleash your creativity and leads you on a path that produces the
results you want: a character everyone at the table is deeply invested in. We were also
incredibly deliberate about including only details that enrich a game, avoiding those that
bog characters down without adding to the adventure or roleplay. This guide is flexible
enough that characters built with it can be incorporated into any story and any system.

It has been organized in an order that makes the most sense to us and hopefully facilitates
better characters. For example, we believe choosing a background before a character
class is a more character centric way of creation that isn’t dictated by mechanical abilities.
That being said, feel free to jump around wherever your inspiration takes you.

If you are using a printed version of this guide, we left some space over here that we’ll
FEATURED IN
drop some stuff in but you can also use for notes and doodles along the way.
EPISODE ## 01
Included on the pages are ‘podmarks’ like this one. Should you want to listen to the
episode that inspired this step for a deeper understanding, these links have been
included to help. Also, we’ve added hyperlinks to other resources and websites galore.

Copy your decisions onto the custom character sheet at the end. It’s a printable section
with the key elements you need to make character choices that inspire you and define
them throughout your greatest games.

Finally, we hope you share your results. We love seeing storytelling structures applied.

5
Acknowledgements:
A huge thank you to both of our partners for supporting us through countless weekends spent in our
home studio as opposed to outside in the sun... where it burns.
Thank you to our Patrons. They are as much a part of publications like these as we are. Their support,
encouragement, kind words, and participation keep us pushing forward every single day.
The GM Tim is a darn beautiful human being and a great friend to us both. Generous and supportive. He
has been a tremendous help in finding, connecting and opening doors to new opportunities for us. We are
forever grateful for your friendship.
Thanks to creators and artists out there that freely encourage people to use and build on their work.
Creators like Tabletop Audio.
Thanks to the authors and experts we have learned from and adapted frameworks from to be selectively
applied to TTRPGs, authors like Shawn Coyne (The Story Grid) and Blake Snyder (Save the Cat), thank you
for helping us sound smart!
To the many brilliant guests how have joined our community and enriched our show with their wisdom.
6
TABLE OF CONTENTS
Step 1 - Bedrock
08 Name, background, a description, and their role
in the party are core to your favourite character.

Step 2 - Traits
14 The five words that describe how your character
behaves is your most powerful roleplaying tool.

Step 3 - Backstory
20 Establish what was to provide drama to what is
because the journey is important too.

Step 4 - Finalize
28 Put all the previous information into practice in
a writing exercise to bring your character to life.

Step 5 - Game Time


34 Custom, form-fillable and printable character
sheets to show off all your thoughtful creation.

7
BEDR
BEDROCK
Step 01
There is no right way to start building a character or to
play tabletop games. That’s what makes this activity so
special. It’s an experience that belongs to the few people
gathered around the table. The games we play are the
best “you had to be there” kind of experience.

You and your character are a part of that experience, a


fraction of a whole, collaborating for the enjoyment of
everyone. We think we owe it to everyone else at the
table to contribute as best we can to that “you had to be
there” feeling with a character everyone is invested in
and cares about.

Characters brought about by an offhand joke, while


funny in the moment might not have the longevity the
table deserves. Fortresses built on shaky foundations
are not long for their world. On the flip side, overly
developed characters might end up lacking the flexibility
that makes roleplaying games so fun.

Answering the right questions to hit that perfect middle


ground starts by building a strong foundation, in other
words, character bedrock.

8
ROCK
9
BACKGROUND
FEATURED IN:

BACKSTORIES FROM 38
BACKGROUNDS

Your job doesn’t dictate who you are. You may have even been drawn to your job because
of your background and experiences. So then why do we tend to choose a character class
first? Why should your character class so often define who your character is?

Adventure and roleplay is where opinions, ideals and abilities are tested. So they must
have formed before, in a simpler time and place. We find these four questions cover the
core necessities. For example, growing up seaside is going to influence a person very
differently than growing up in a desert. Growing up with two mums is going to be very
different than being a ward of the state. The goal here is to give yourself prompts, the
more straightforward and simple, the more flexibility it provides to roleplay and develop
further in-game. 1 to 5 words. Nice and short.

What environment did they grow up in?

What describes their family relationship?

What did they show early talent in doing?

What did they do to earn money?

Alternatively, if you’re playing Dungeons & Dragons, it has created a great shorthand
for these details in the form of the aptly named ‘Backgrounds’. Use that below or create
your own shorthand, like ‘seaside farmer’, ‘travelling salesperson’. You get the idea.

What is their background?

10
PARTY ROLE
Every character has a role to play. No, not character class, their role in the group dynamic.
FEATURED IN:

BETTER ROLEPLAY
USING TROPES
72

They could be the glue that holds the team together. The brains of the operation. The
smooth talker. The face. The tough. The wild card. The creepy one. What is yours?

Knowing the role your character fills socially can help keep your roleplaying focused
on leaning into and strengthening your character persona and dynamics with other
characters at the table. Sometimes this happens naturally, but being aware of it so you
can actively improve it can make all the difference whether others at the table “get” who
your character is.

Party composition is an oft discussed topic in terms of abilities within game mechanics,
but what about in demeanour and roleplay function? Below are some party compositions
that work, and the roles that are involved. The reason these work is each role has inherent 1 The Action Hero
conflict and compatibility with others in the group. This tends to lead to easier roleplay 2 The Everyman
opportunities. A tabletop group can be one or any combo of the following. 3 The Outlaw
4 The Lover
5 The Weirdo
In a Party of Two the dynamic is focused on being the counter to another. They go high,
6 The Caregiver
you go low. You are neat, they are messy. The hijinks come naturally.
7 The Jester
8 The Creator
The Party of Three can be two-extremes and a mediator, or speed, smarts and strength, 9 The Planner
or the comic trio (a foolish leader, a follower, and a voice of reason who lacks ability to 10 The Do-er
control them). 11 The Pessimist
12 The Optimist
A Party of Four is typically comprised of the smarts, the charmer, the voice of reason 13 The Realist
and the goof. 14 The Apathetic
15 The Leader
16 The Rogue
Finally, a Party of Five - The leader, their foil or friendly opposition, the heart, the brains
17 The Heart
and the brawn.
18 The Tough
19 The Moralistic
What role do they lean to? 20 The Mediator

11
DESCRIPTION
All too commonly when someone asks about a character they are bequeathed a long
winded backstory, a dive into their mechanics, or some other meta knowledge none of
which the other character should know. A single quick observation is is roleplay gold.

Writing a character description is all about conveying a vibe and tone for your character
quickly. A single sentence on the top 3-5 elements that immediately jump out helps
other players and their characters decide how to regard yours.

What does their face look like?


Start with the eyes, then their expression, then a distinguishing feature.

What are they wearing?


What kind of attire do they wear and what is a detail that might stand out? Have they
customized it? Is it well cared for?

How do they carry themselves?


Describe their walk, posture or general vibe.

What tools do they use?


Other players want to know about weapons, magic or otherwise. No character description
would be complete without describing what they turn to when the going gets tough.

What is a brief physical description?

12
NAME
What is in a name? Turns out a LOT. A perfect character name evokes a lot of assumptions
and first impressions of a character. Whether you want to play into those expectations or
actively contradict is up to you. Both are tremendously fun.

What is their name?

Some tips for naming your character.

Choose one easy to pronounce.


Two syllables seems to be the magic. You can name your character B’aljmraniq, but if
you don’t shorten it to something two syllables and easy to pronounce, the other players
will, and you may not enjoy the result. Better to provide it to them. “You can call me
Balj”... or maybe not. Which leads to...

Gag or pun names work in some games but not all.


Be considerate of your other players. Don’t name your character until after your session
zero where you can suss out the vibe and tone of the game. Having to call a character
“Hiro Protagonist” is going to violently drag them out of the fiction every time it’s uttered.

Reinforce the character concept.


Naming your character creates associations for you and other players at the table. Max
Uberkill isn’t impressive when he takes out the terrorists at Nakatomi Plaza, it’s kind of
expected with a name like that. An average schmo named John though? That’s heroic.

Consider an honorific.
Who was Alexander III of Macedon other than “the great”. If you struggle with a name,
not only does an honorific convey anything you want to about your character, but it
also hints at a backstory about how they got the moniker as well. Check out the Traits
section. A character with a trait of stubborn might be called “the Nail”.
13
TRAITS

TRA
Step 02
How do you roleplay your character? How do they
react when a conversation gets tense? What about
when they are successful? On deaths door? When their
friend is hurt? When they’re scared? When they need
something from someone else? Sometimes it can be a
real challenge to figure out how your character might
react to any given situation.

Now think of how Homer Simpson might react to those


situations. Or Spider-Man? The ease you are likely to
experience in assuming those characters next actions
given circumstances is due to well defined traits. Traits
are present in some role-playing games, but not all
(cough, looking at you D&D), and in our opinion, are
criminally overlooked.

Traits act as a map during roleplay, to consult when


given a scenario. A constant guide and answer key to the
constant roleplay question, “what WOULD my character
do next?”

14
AITS 15
CHARACTER TRAITS
We have opinions. Most pretty flexible. However the value of using character traits over
(or in addition to) alignment charts is a hill we’ll die on. Choosing traits is, in our opinion,
the single most valuable roleplay character refinement step you can make.

Character traits are super flexible prompts that can sit innocuously at the top of a
character sheet. They guide your characters actions in literally every single interaction
they have in a game with a lot more precision than you may be used to. Every time you
mentally ask yourself, “what would my character do?”, guaranteed at least one or two
Choosing a balance of positive,
neutral and negative traits gives will apply in that moment. They tend to focus a character in the same way your favourite
you a very different character feel. TV character is reliable in their actions, whom you could also likely boil down to 5 key
Keep in mind a flawed character
might not mesh well with a table traits. Consider how your background might influence your characters traits.
of god like characters. Don’t be
afraid to explore the dark side of a
positive trait or vice versa, therein Included in the following pages are lists of positive, neutral and negative traits. Choose
lies some roleplay gold. traits that are dissimilar and sound fun to roleplay. Contrasting or conflicting traits in
your own character and others at the table can create a lot of fun and drama.

Trait 1

Trait 2

Trait 3

Trait 4

Trait 5

16
POSITIVE TRAITS
These are the kind of traits that are generally perceived as positive traits. The kinds of
These lists are broken into blocks
of 20 if you’re the type that leaves
things to fate. You can roll a D10
for the block of 20 (signified by
traits that make a commoner say “boy they are some kinda swell folk”. bold groupings), then roll a D20
for the trait in that group.

1 Active 10 Courageous 19 Free-thinking 8 Innovative 17 Patient 6 Romantic 15 Supportive


2 Adaptable 11 Courteous 20 Friendly 9 Inoffensive 18 Patriotic 7 Rustic 16 Sweet
3 Adventurous 12 Creative 1 Fun-loving 10 Insightful 19 Peaceful 8 Sage-like 17 Sympathetic
4 Alert 13 Cultured 2 Funny 11 Insouciant 20 Perceptive 9 Scholarly 18 Talented
5 Amiable 14 Curious 3 Gallant 12 Intelligent 1 Perfectionistic 10 Secure 19 Tasteful
6 Appreciative 15 Daring 4 Generous 13 Intuitive 2 Personable 11 Self-critical 20 Teacherly
7 Articulate 16 Debonair 5 Gentle 14 Kind 3 Persistent 12 Self-reliant 1 Thorough
8 Aspiring 17 Decisive 6 Genuine 15 Knowledgeable 4 Persuasive 13 Selfless 2 Tidy
9 Athletic 18 Diplomatic 7 Good-natured 16 Leader-like 5 Playful 14 Sensitive 3 Tolerant
10 Attractive 19 Dedicated 8 Gracious 17 Leisurely 6 Polished 15 Sentimental 4 Tractable
11 Benevolent 20 Dignified 9 Happy 18 Logical 7 Popular 16 Serious 5 Trusting
12 Bold 1 Disciplined 10 Hardworking 19 Lovable 8 Practical 17 Sexy 6 Trustworthy
13 Brave 2 Discreet 11 Healthy 20 Loyal 9 Precise 18 Sharing 7 Uncomplaining
14 Brilliant 3 Dynamic 12 Hearty 1 Lyrical 10 Principled 19 Shrewd 8 Understanding
15 Calm 4 Earnest 13 Helpful 2 Mature 11 Profound 20 Skilful 9 Uninhibited
16 Capable 5 Easygoing 14 Heroic 3 Merciful 12 Protective 1 Sober 10 Unselfish
17 Captivating 6 Educated 15 High-minded 4 Methodical 13 Prudent 2 Sociable 11 Upright
18 Caring 7 Efficient 16 Honest 5 Meticulous 14 Punctual 3 Sophisticated 12 Vivacious
19 Charismatic 8 Elegant 17 Honourable 6 Moderate 15 Purposeful 4 Spontaneous 13 Warm
20 Charming 9 Eloquent 18 Hospitable 7 Modest 16 Rational 5 Sporting 14 Well-read
1 Cheerful 10 Empathetic 19 Humble 8 Neat 17 Realistic 6 Spunky 15 Well-rounded
2 Clean 11 Energetic 20 Humorous 9 Nurturing 18 Reflective 7 Stable 16 Wholesome
3 Clever 12 Enthusiastic 1 Idealistic 10 Objective 19 Relaxed 8 Steadfast 17 Winning
4 Colourful 13 Exciting 2 Imaginative 11 Observant 20 Reliable 9 Steady 18 Wise
5 Compassionate 14 Extraordinary 3 Incisive 12 Open-minded 1 Resourceful 10 Stoic 19 Witty
6 Confident 15 Fair 4 Incorruptible 13 Optimistic 2 Respectful 11 Strong 20 Youthful
7 Considerate 16 Farsighted 5 Independent 14 Orderly 3 Responsible 12 Studious
8 Contemplative 17 Focused 6 Individualistic 15 Organized 4 Responsive 13 Suave
9 Cooperative 18 Forgiving 7 Industrious 16 Passionate 5 Reverential 14 Subtle

17
NEUTRAL TRAITS
These traits tend to lean positive or negative depending on the situation, are wonderfully fun to
explore in roleplay and generally regarded as more neutral traits.

1 Aggressive 10 Flamboyant 19 Predictable 8 Trendy


2 Ambitious 11 Flexible 20 Preoccupied 9 Unaggressive
3 Authoritarian 12 Flirtatious 1 Private 10 Unambitious
4 Big-thinking 13 Folksy 2 Progressive 11 Unceremonious
5 Breezy 14 Forceful 3 Prideful 12 Unchanging
6 Busy 15 Formal 4 Pure 13 Undemanding
7 Carefree 16 Freewheeling 5 Questioning 14 Unhurried
8 Casual 17 Frugal 6 Quiet 15 Uninhibited
9 Childish 18 Glamorous 7 Religious 16 Unpredictable
10 Chummy 19 High-spirited 8 Reserved 17 Unsentimental
11 Competitive 20 Hurried 9 Restrained 18 Whimsical
12 Complex 1 Hypnotic 10 Retiring 19 Zealous
13 Conservative 2 Iconoclastic 11 Rough 20 Zany
14 Conventional 3 Impassive 12 Sarcastic
15 Crisp 4 Impersonal 13 Self-conscious
16 Cute 5 Impressionable 14 Sentimental
17 Deceptive 6 Intense 15 Serious
18 Determined 7 Mellow 16 Sceptical
19 Dominating 8 Mindful 17 Smooth
20 Dreamy 9 Moralistic 18 Soft
1 Driven 10 Noncommittal 19 Solemn
2 Droll 11 Noncompetitive 20 Stern
3 Dry 12 Obedient 1 Strict
4 Emotional 13 Old-fashioned 2 Stubborn
5 Enigmatic 14 Ordinary 3 Stylish
6 Experimental 15 Outspoken 4 Surprising
7 Even-tempered 16 Physical 5 Talkative
8 Familial 17 Placid 6 Tough
9 Firm 18 Political 7 Traditional

18
NEGATIVE TRAITS
The negative traits that can make others perceive your characters as a real bastard. Why the hell
are they like that? Maybe there is a clue in their backstory.

1 Absentminded 10 Contemptible 19 Envious 8 Impulsive 17 Negative 6 Repressed 15 Unappreciative


2 Aimless 11 Controlling 20 Erratic 9 Inconsiderate 18 Neglectful 7 Resentful 16 Uncaring
3 Aloof 12 Cowardly 1 Escapist 10 Indecisive 19 Nervous 8 Ridiculous 17 Uncharitable
4 Amoral 13 Crass 2 Extravagant 11 Inhibited 20 Neurotic 9 Rigid 18 Uncouth
5 Angry 14 Critical 3 Extreme 12 Insecure 1 Nihilistic 10 Ritualistic 19 Uncooperative
6 Anxious 15 Crude 4 Fanatical 13 Insensitive 2 Obnoxious 11 Sadistic 20 Uncreative
7 Apathetic 16 Cruel 5 Fanciful 14 Insincere 3 Obsessive 12 Scheming 1 Undisciplined
8 Argumentative 17 Cynical 6 Fatalistic 15 Insulting 4 Obvious 13 Scornful 2 Unfriendly
9 Arrogant 18 Decadent 7 Fearful 16 Intolerant 5 Opinionated 14 Secretive 3 Ungrateful
10 Bewildered 19 Deceitful 8 Fickle 17 Irrational 6 Opportunistic 15 Selfish 4 Unhealthy
11 Bizarre 20 Delicate 9 Fiery 18 Irresponsible 7 Oppressed 16 Shallow 5 Unimaginative
12 Bland 1 Demanding 10 Flaky 19 Irritable 8 Paranoid 17 Shortsighted 6 Unpolished
13 Blunt 2 Dependent 11 Foolish 20 Lazy 9 Passive 18 Sloppy 7 Unprincipled
14 Boisterous 3 Desperate 12 Forgetful 1 Macho 10 Pedantic 19 Slow 8 Unrealistic
15 Brittle 4 Destructive 13 Frivolous 2 Manipulative 11 Perverse 20 Sly 9 Unreliable
16 Brutal 5 Devious 14 Gloomy 3 Mannerless 12 Petty 1 Steely 10 Unrestrained
17 Callous 6 Discouraging 15 Graceless 4 Mechanical 13 Pompous 2 Stiff 11 Unstable
18 Cantankerous 7 Dishonest 16 Greedy 5 Meddlesome 14 Possessive 3 Stupid 12 Vacuous
19 Careless 8 Disloyal 17 Grim 6 Melancholic 15 Power-hungry 4 Submissive 13 Vain
20 Charmless 9 Disobedient 18 Gullible 7 Messy 16 Predatory 5 Superficial 14 Venomous
1 Clumsy 10 Disorganized 19 Hedonistic 8 Mischievous 17 Prejudiced 6 Superstitious 15 Vindictive
2 Cocky 11 Disrespectful 20 Hesitant 9 Miserable 18 Presumptuous 7 Suspicious 16 Violent
3 Cold 12 Disruptive 1 Hostile 10 Miserly 19 Pretentious 8 Tactless 17 Volatile
4 Complacent 13 Distractible 2 Ignorant 11 Misguided 20 Procrastinating 9 Tasteless 18 Vulnerable
5 Complaining 14 Disturbing 3 Imitative 12 Moody 1 Puritanical 10 Tense 19 Weak-willed
6 Compulsive 15 Dogmatic 4 Immoral 13 Morbid 2 Reactionary 11 Thievish 20 Whiny
7 Conceited 16 Domineering 5 Impatient 14 Naive 3 Regimental 12 Thoughtless
8 Conformist 17 Dull 6 Impractical 15 Narcissistic 4 Regretful 13 Timid
9 Confused 18 Egocentric 7 Imprudent 16 Narrow-minded 5 Repentant 14 Treacherous

19
BACKSTORY

BACKS
Step 03
Whether it’s 15 pages or one sentence, every character
needs a backstory. Their beginnings are going to give
weight and contrast to where they are in their adventure.
Their “normal” makes their extraordinary adventures
and heroic actions all that more dramatic and engaging.
So it should go without saying, the backstory matters.

While it may sometimes seem challenging to develop, it


needn’t be. We’ve compiled some simple questions that
should help to refine your ideas into details that can add
to a game as opposed to simply adding fluff and details
that may never arise or come into play in a game.

These details create an image of your character to work


from. This background system is flexible enough to fit
into any game system you may use. This serves as a
great starting point for character creation.

20
STORY
21
THEME
A theme can help you figure out what your characters story is about. The campaign you are
playing in may have themes driving the narrative, (lean into those) your character can have
some too. During play, looking for that theme provides character growth opportunities.
This is a simple theme that will be the basis for your character’s journey and who they
are. Use this to influence your ideas for everything from here forward. This is expressed
as a word (revenge), a question (how far will they go for revenge?), or a dichotomy
(revenge or forgiveness?).

Simple and straightforward like, “revenge” or “family” can be great separately or play
well together. What stories pop to mind when you consider the two? A point to mention
though; work with your GM as there are two paths forward here. If your game allows
1 Good vs. Evil
for some similar general themes to be explored as a core part of the story, great. If not,
2 Chaos vs Order there is still much you can do with a theme even though the story may not center on it.
3 Love
4 Redemption During your game, your character is now looking for revenge and helping others seek
5 Courage it. Additionally, you can now play with this concept. What happens to your characters
6 Coming of Age morality? Are their actions heroic? This might be the most important step to telling a
7 Revenge story with your character that has gravity and weight.
8 Faith vs Doubt
9 Family
10 Fate vs. Free Will
11 Hubris
12 Identity
What theme(s) is/are central to their character journey?
13 Justice
14 Vanity
15 Societal Issues
16 Abuse of power
17 War
18 Survival
19 Corruption
20 Purpose
22
WANTS VERSUS NEEDS
Internal conflict makes us care about characters. If Spider-man just busted baddies and
swung away, he wouldn’t have a near trilogy of trilogies. He wants to enjoy his powers and
life, but “with great power...” Conflicting priorities gives character decisions weight.

Internal conflict is what makes a character’s decisions matter, and as a player, gives us
fuel for roleplaying our own. This can be as simple as your character desiring a bath
while they dungeon delve or it can have more weight by tying it to their traits, theme and
ultimately their arc (coming up soon).

What external goal do they think will solve their problems, and make them happy? This
is what your character pursues throughout your game.

What is your characters ultimate want?

What internal change is actually necessary to improve themselves or their perspective


even if they never achieve their external goal? A simple and powerful answer is to
acknowledge and overcome a negative trait that’s been holding them back. This is often
not known to your character, and might come to them in a moment of great stress.

What is your character’s ultimate need.

23
BACKSTORY
Welcome to the danger zone! Here is where one typically gets into the weeds, with more
details, tragedy, drama and history than Shakespeare could shake a spear at. Our goal
here is to pump the brakes and focus only on what give a character purpose.

It can be more simple than it sounds. Take that character in your mind to keep shaking
the sifter until all you’re left with are the most essential, juiciest nuggets. Take a look at
the template Pixar uses to tell their beloved stories and it’s brilliant simplicity.

Once upon a time there was _______. Every day, _______.


One day _______. Because of that, _______. Because of that, _______. Until finally _______.

Notice the first two points function to build a connection and empathy towards the
character and also set the stage for their heroism later. The rest of the template serves
to continually up the ante with complications until they triumph or fail. In tabletop games
though, there is some challenges to this formula.

1. We aren’t telling stories about a singular character but one member of a group.
2. The function of the backstory is really more about setting the stage for how they
arrived at their current adventure whereas with film, this is often the whole story.
3. Telling an overly dramatic backstory runs the risk of overshadowing the events of your
current game.

This is why we’ve adapted this format to suit tabletop a bit better. You might notice this
format focuses a bit more on their personality traits, both positive and negative. To
disrupt wherever they came from to force them into a life of adventure, avoiding the
risks just discussed.

24
What was the everyday routine that your character came from? The most powerful rulers to the poorest fishmongers have an
everyday routine. This monotony is used to contrast the adventurous lives they will eventually lead.

Every day they...

One day however, something changed for them. External forces will typically create a situation that complicates their desire to
carry on with their every day routine. What was it that shifted things for them?

Until one day...

Now what would cause your character to resist facing this change head on? Life changes are rarely easy, so what was their internal
or external conflict? This step helps to relate to their fears or challenges and in contrast make their actions heroic.

But they resisted this change because...

This is when the adventure begins. Your character accepts the call to action, leaves whatever comfort they might have, and ventures
into a new world. They are doing the heroic thing, the difficult thing, the dangerous thing. Why did they decide to do this?

However, they ultimately rose to the challenge because...

25
ALLY AND NEMESIS
Building both someone your character cares about and loathes provides a GM with a lot of
story options for you. A character with no attachments is a leaf on the wind, hard to direct
and even tougher to predict the path of.

By creating someone you care about you provide the GM with incredibly powerful
building blocks to draw your character into the story. Regardless if they use them as a
helpful resource for the party or suspend them over a pit of lava, the result is the same.
Your character now cares about the stakes and the outcome to a much greater degree.

Who is your characters greatest ally?

A nemesis can be anyone from your characters past who has directly or indirectly
harmed your character. You can create an extra juicy nemesis by looking to your traits.
By taking any of your traits and giving their nemesis one trait they share and one or two
traits that directly oppose, they will have baked in conflict. Some of the greatest villains
hold a mirror to the hero and contain traits the hero may not like but respect as a worthy
adversary.

Who is your characters most hated nemesis?

26
CHARACTER ARCS
FEATURED IN:

CHARACTER ARCS I - III 109

Ever get the feeling that your character is more of a plucky sidekick than a core part of a
team? Where Merry and Pippen are seemingly impervious to their harrowing adventure,
characters like Frodo and Sam, go through internal journeys. They had arcs.

Now that you have some backstory details, you can mold an arc of your own. Flexibility
is essential when considering your arc. Books and movies can use much more precision
because their writers get to decide the exact details of each character’s arc before the
story is told. Since stories in a TTRPG are collaborative and ever-changing, we have to
approach an arc differently. Think of it as a loose guide that points your character in
a direction full of transformative moments and powerful beats. Play it out quickly in a
single session, or explore it over a multi-year campaign. When an arc doesn’t feel right
for your game or character anymore, don’t be afraid to wrap it up and start a new one,
shift it to a different type, or just scrap it and start from scratch.

Status - This deals with a character’s standing within some kind


of group, whether it be society, a club, or even just their pals.
Like a hero rising in notoriety in town. In a fall arc, a character
starts high in status, and throughout the story loses it.

Morality - Characters with a moral weakness on a redemptive


arc are given an opportunity to correct past mistakes in a similar manner to their
failure. Punitive arcs focus on likeable characters that have been successful in being
awful, starting high and falling low when their deeds catch up to them. Testing arcs push
characters morals to their breaking point, eg. reaching a positive outcome by morally
grey means.

Education - These arcs revolve around information being learned, changing the
characters perception. Maybe their perspective is naive, but it matures through their
adventures, called a maturation arc. Maybe their worldview changes. Maybe they simply
lack knowledge and are educated by their experiences or the inverse and they are
disillusioned.
27
FINALIZE

FINA
Step 04
Write a short story for yourself, about your character.
This can evoke more raw materials for you and other
players at the table than any character art or miniature
ever could. You might be surprised by the advantages
re-reading it provides when roleplaying your character.

Actors use triggers, like songs or memories to make


themselves laugh or bring them to the verge of tears for
a scene. This short story can do the same for you and
your character, transporting you to back into how they
think, behave and perceive the world in seconds.

A trigger for your best roleplaying ever and a final cherry


on top of all your character considerations.

28
ALIZE 29
FEATURED IN:

CAPTIVATE WITH
YOUR CHARACTER
INTRODUCTIONS FT.
54
A CHARACTER INTRO
Remember the first introduction of your favourite character from fiction? A character
BETH BALL
conveyed in simple, near-wordless scenes? Joker’s bank heist? Jack Sparrow’s triumphant
arrival to Port Royal? Michonne in The Walking Dead? Your character deserves that too!

If you’re immediately flooded with excitement and ideas, great! If that’s followed by
anxiety about how to do this, well then you’re just like us and we have a process that
makes it much easier than starting from scratch. The subtle benefits of completing this
challenge are fantastic though. A reminder that your character isn’t simply stats and
class features, but has a presence in the world.

By the time you’re done, you’ll have a very short read that would convey almost everything
another player would need to know about how to regard your character with far greater
accuracy than the typical physical description followed by class and level. You can read
this quietly to yourself before a game to slip back into this character.

This exercise is broken into three important paragraphs, each serving a function within
this short story. Follow the prompts for each sentence and see what you arrive at. Try
some scrap paper if you want but the results will be compiled on the character sheet.

Keep physical description minimal.


Note the first things an outside perspective would notice about your character within
the span of a glance.

Avoid dialogue.
Conversation can easily slip you into a runaway. This is more about setting a scene and
mood with a “show, don’t tell” approach.

FEATURED IN:
Want to them to feel heroic?
SHOW, DON’T TELL FT. Write the experience through the perspective of someone else, a bystander or even
138 their source of conflict in the scene.
OLLO CLARK

30
SET THE SCENE
The setting of the scene and stakes; where the environment and conflict are clarified before
your character arrives. If this hasn’t been conveyed yet, opposing forces are dramatic. The
distance between those forces makes drama. The setup is key.

When considering the setup of how to introduce your character our recommendation is looking to mundane, everyday interactions
to highlight who they are and the qualities of their character. Try to focus on the kind of conflict they would find themselves in
during their everyday activities.

To set the scene, the first sentence describes a place your character would naturally be found. Describe the notable features of this
place with concrete, sensory details like a smell, sounds or a general feeling.

What is an another person or NPC doing that conflicts with your character? Try to oppose a character trait. If your character is
generous then introduce a greedy NPC and describe what they are doing that is clearly greedy. What is happening?

Describe how the scenario would be worse off if nobody intervened? Only one person will oppose these forces and resolve this
conflict and that’s your character. In this sentence we would try to convey the stakes to give their actions weight. If someone is
being robbed, then this is the opportunity to describe this being the last scrap of money the victim has. If someone is near death
about to be saved by your character, then their family looks on in anticipatory horror before your character springs to action.

Describe a change in the environment that would announce the arrival of your character. Does the tavern door chime? Does a
bystander yell, “look out!” Whatever form this takes, the drama is increased, leading to the introduction of your character next.

31
MAKE AN ENTRANCE
The introduction and presence of your character, and the impact that has on the scene.
This paragraph is all about visually describing your hero. How they stand, what they carry
and ultimately the impression they give to the world.

Describe the signature weapon/item/tool of your character as it interacts with the environment around it. Is it the crackle of their
magic staff through the air? Is it the rust on their poorly maintained sword? This description reflects your characters personality.

Describe the change of demeanour in the NPC now that your character is present. Their reaction can say a lot. Are they underestimating
based on your characters unassuming nature? Are they fearful and running away? How do others react to their arrival?

Describe a signature element of your characters attire and how they have personalized it intentionally or through use. This could
be polished buttons on their uniform, hinting at a regimented person. Describe the attire and a single noticeable detail.

Building on this, we work our way up to their face or whole form. Describe the most unique physical feature of the your character.
Are they scarred, do they walk with a limp or do they have interesting hair. Describe the first thing a person would notice.

Behold! The tone shifts in the scene. Your character is now fully present. The others nearby are able to reference them. In this
sentence, you can describe your characters demeanour or feeling of presence, how does the tone shift as they settle in the scene?

32
ACTIONS MATTER
This is where we want to both resolve the scene and also complete the full picture of your
character by working in elements of who they are as a person. We do this by describing
what they say and how they resolve the conflict set at the beginning of the scene.

Write a single line of dialogue said by your character to the NPC or the scene at large. This is extra impactful if we can incorporate
their personal catch phrase of some kind. Regardless, their speech (pattern, volume, tone) can say a lot about them, so be specific.

Describe your characters posture change or physicality as they ready to fix the conflict in the scene. Are they ready for battle? Are
they aloof or dismissive? Do they draw a weapon? Confident? Snarky?

Describe the NPC’s reaction to your characters words. Did the NPC back down or change their tune? As we wrap up, this will project
almost all of the assumptions about what follows this scene. Is it a bloody battle or did your silver-tongued character sway their
opposition to sharing a drink with your character? We don’t want to resolve the action, but how the NPC reacts sets the scene for
what is to come.

Describe the result of this action, without resolving the final result. Does your character charge at them or extend a
hand in friendship? Whatever the case, stop just short of confirming the end result. Always leave them guessing.

Look at that! You’re done! Lay it all together and see how it flows. You many need to make a few tweaks to piece it all together but
hopefully you have something that feels hella cool.

33
GAME TIME!

GAME
Step 05
Finally, time to put this character into action. The following
pages are our own character sheet design. They contain
some of what we consider to be information critical to
keep on hand typically not found in other character
sheets.

It has sacrificed prime character sheet real estate for


roleplay centric information. When you’ve spent time
considering some of these details, it might be worth
having a gentle reminder of how your character deals
with stress, where any grievous wounds are, what
topics are important to your character.

34
ETIME
35
SKILLS Total Mod. Prof. Bonus
Acrobatics dex = + +

Animal Handling wis = + +

Arcana int = + +

Athletics str = + +
Class Level Deception cha = + +
HIT POINTS
Maximum Temporary
History int = + +
DEXTERITY Class Level Insight wis = + +

Intimidation cha = + +
Hit Dice
Height Weight Eyes Hair D
Investigation int = + +
SAVING THROWS Total Mod. Bonus Medicine wis = + +
Strength = + Nature int = + +
Fail DEATH SAVES Pass
Dexterity = + Perception wis = + +
CONSTITUTION Constitution = + Inventory Qty. Weight
Performance cha = + +
Intelligence = + Persuasion cha = + +
Wisdom = + Religion int = + +
Charisma = + Sleight Of Hand dex = + +

Stealth dex = + +
CORE INFO Initiative Dex Other Survival wis = + +
INTELLIGENCE
TELLIGEN Prof. Bonus = +
ARMOR CLASS
Speed Base Mod.
Armor Shield Dexterity Other Armor Type
= +
Alignment
Passive Preception Skill
= 10 +
Shield Type
WISDOM Attack / Spell 1 Bonus Damage Range Type

Ammo
Attack / Spell 2 Bonus Damage Range Type

Ammo
CHARISMA
Attack / Spell 3 Bonus Damage Range Type
Carrying Capacity 15x str 30x str Push, Drag, Lift

Proficiencies Ammo
P G E S C
Attack / Spell 4 Bonus Damage Range Type
Carried

Ammo Stored
Languages
Created by Hook&Chance. Please use this Character Sheet freely. Permission is granted to photocopy this document for personal use. If you enjoy it, check out the rest of our free-to-use content at [Link]
ABILITIES FEATURES SPELLS

1st

2nd

CHARACTER THEME
3rd

5 PERSONALITY TRAITS 4th

BACKSTORY
5th

6th
ULTIMATE WANT

ULTIMATE NEED 7th

ALLY
8th

NEMESIS
9th

Created by Hook&Chance , please use this Character Sheet freely. Permission is granted to photocopy this document for personal use. If you enjoy it, check out the rest of our free-to-use content at [Link] m
PARTY MEMBER 1 PARTY MEMBER 1 WOUNDS & INJURIES

Trust Trust

PARTY MEMBER 1 PARTY MEMBER 1

CHARACTER INTRO

Trust Trust

PARTY MEMBER 1 PARTY MEMBER 1

Trust Trust

38 Created by Hook&Chance , please use this Character Sheet freely. Permission is granted to photocopy this document for personal use. If you enjoy it, check out the rest of our free-to-use content at [Link]
CAMPAIGN NOTES CAMPAIGN NOTES CAMPAIGN NOTES CAMPAIGN NOTES

Category Category Category Category

Created by Hook&Chance , please use this Character Sheet freely. Permission is granted to photocopy this document for personal use. If you enjoy it, check out the rest of our free-to-use content at [Link]
39

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