Professional Documents
Culture Documents
This guide has also been written to help you set the groundwork for your character to undergo a
character arc through play, as well as give you a visual motif for your character. You may
choose to use these aspects of this guide or ignore them as you see fit.
You can save this document to your own google drive and send it to your players to fill before
making a character.
First Pillar: Gimmick
A character’s Gimmick is the most recognizable and the most shallow aspect of who they are.
This is the groundwork upon which we will build our character. Choosing a Gimmick not only
allows us to create a foundation from which to build a more three-dimensional and deeper
character, but also to make an easy-to-understand character concept with a clear point of view
that makes an instant impression at the table.
Examples of Conflicts: Being persecuted for a crime they did not commit; evading the
authorities; being disowned by their family; Losing a loved one; Suffering a great injustice; Being
the object of a prophecy; Discovering a mystery.
Examples of Wants: I want to find out who my parents are; I want to be accepted by my family;
I want to become strong enough that I don’t need to rely on anyone else again; I want those
who wronged me to suffer; I want to rule my father’s kingdom; I want to be rich; I want to bring a
loved one back from the dead.