e. ExperienceWhat did the player character do before?Successes and failures also mean “friends” and“enemies.” A few more hooks and non-playercharacter contributions.f. Friends, enemies and loversPersonality, physical descriptions, and how theyare associated to the player character should benoted. How did they meet? Get as muchinformation as possible. “The best enemies usedto be your friends.” This works the other wayalso. Where is this person now? (This may besomething the Game Master determines.) Don’tpass up romances. This leads to even moreammunition.g. Life experience shapes what you do (skills).h. Wealth and class
What has the player character done todeserve this?
If money comes from his profession, whatdoes he do?Example: Marvel Superhero doesn’t get moneyfrom being heroic, but because of what he does inthe mundane world. Employers can be a patronor obstacle for adventuring. If freelance, theplayer character is usually poor.
Where does he keep his money?
Does he have items he can sell?This a
ects skills again. A high social class needto know those abilities of belonging to that class.If poor, a player character would have skills tomake money go farther.3. FeaturesIf the player character has money, he could be
abby from a lack of exercise and have so
hands.Poor might have a broken nose, scars, limp or evenhis speech may be impaired. Physical descriptionsare what people will notice about you
rst. Whenyou introduce your character, you need to presentyour physical characteristics.Certain characteristics build stereotypes (such as blonde). They’re not true, but people may react ifthe player character doesn’t act as the stereotypes.They expect one thing and get another.Distinguishing features can be what people grabto and remember you by. They can also be thesource of nicknames.4. Appearance.How the character a
ects himself! Dress,cleanliness, and accessories. What the characterwears shows you his culture and wealth. A characterdoesn’t have to dress to his own class, however.Let the character playing a knight design his ownCoat-of-Arms to tell of his family’s history. Read book on heraldry for information. This adds
avorthat wouldn’t be there otherwise.Players love things that are
ashy. Jewelry can begood for a
racting thieves, family curses, etc.Transportation can
t into appearance.How does he get around? Does he walk? Does hehave a horse that has ribbons woven in its mane?5. PersonalityAlignment is worthless. It is a crutch for peoplewho can’t create personality and an individual.It’s a great starting point, but not the end all, be all.Alignment languages shouldn’t be used. They arereally useless. Good and evil are not absolutes.They are a function of:a. Background in genre / game. b. Your personal choices as a Game Master. Youshape your world’s mortality. A person does notview himself as evil. Neither will your players.c. Your player’s choice.6. Recognition HandleOne sentence to describe the entire character.7. Now, the moment you’ve been waiting for. Rollthe dice. Create the basic stats for your system.a. Random generation. b. Semi-random generation (throw out bad rolls).c. Roll a number and divide between the areas.d. Fudge the rolls.e. Construction —
xed number of character pointsand build the character from that.