When starting a new role playing game or when the players reach a major milestone in the story, they can be treated with a “Goodiebag”, which unique to their character.
Below you will find 8 options to make your character more interesting and detailed. Personally I would recommend using all options at the same time, since they are easy to implement and they provide interesting story tools for your character, by creating keywords for him/her/it and rewards you for acting out the personality and background of your character.
These options can be chosen individually, but some of them work better when combined. By including them all you will see, that they compliment each other, since each option covers different aspects of your character.
A set of character responses to situations or questions (or anything else :D), trying to create an outline to understand what type of an answer or response your character (or an NPC for that matter) can give.
Character quirks can be little exercises in roleplaying that make things fun for the player. They can also have major game implications if the character is faced with a dilemma where two of their values come in conflict. Here are 101 player character quirks that can be used in many different types of settings. These quirks vary from small quirks (small effect on game play) to big quirks (potentially large effect on game play).
Player 5's Pc's
Player 4's Pc's
Player 2's three pc's for The Guild Game
Last two PC's to complete one players group of three for The Guild Game.
This orc rides into battle with the same ferocity as the Horseman of War.
There are plenty of resources available to help detail characters. I wanted a way to organize and present those details in play naturally.
" Not all arrows hit their target, and not all bows are designed to make the arrow flew farther, but not all targets can evade, if you do it right... " - Pra'Eimus
If the Misshapen have Arfthar, Bura and Xasmir. Then the human have Suhym, Sufyn and Suhyl, the Dragons of Ashantar...
A warrior that never tremble, a warrior that always line forward, a warrior that always spearheading the battle. His bravery is unimaginable... It's Valadaar, the Hand of Ashantar...
The Creator had created Impthus out of the very essence of light itself. And so do all of his fellow followers. The Athlran glow endlessly, no matter where they are. They have a pair of white wings and their form radiates bright light, as the High Heaven itself.
At the beginning of life, before the Living World was created, the Creator had created only Felenthur and Impthus, that he made them both as brothers. One with the heart of darkness and one with the heart of light. Impthus was given the High Heaven with the Orb of Light. While, Felenthur was given the scorching plains, where soon, he transformed the plains into the Burning Hell as soon as he managed to made a plea to the Creator. A plea which he asked to create an ally for him. Thus, the Demon Princess and Princesses were born into the Burning Hell.
A quote from my solo campaign that really got me thinking about how players perceive Npcs.
Does your players treat your precious Npcs like nothing but obstacles, exploits and cannon fodder, whether they are gelatinous cubes or humans?
And if so, what can we do to change it?
In a world where mutant powers are real, not everyone can be a Storm, Cyclops or Wolverine. Here's a list of super powers for those who were a little less lucky. They probably won't want to be sharing them anytime soon.
Armour should not just be for protection. It should tell a story, your story!
Seven things I've learned about NPCs
A collection of everyone's current characters!
In a city where the justice system features judicial dueling, plaintiffs and defendants are permitted to request a champion to take their place in the duel: Someone chosen by lot from among the foreigners in the city. When anyone first arrives, they are given an enchanted ceramic pendant that marks them as a candidate for "court duty".
Wealthy folk entering the city are often escorted by burly guards, paid to carry pendants on their behalf: They elude court duty in that way.
Adventurers may seek work as a rich man's proxy or may find themselves magically summoned to serve as a champion.