An old spell of mine that got used in my surrounding gaming area, 100 word.
For some people a single planet can be both too small and too crowded, too complicated and too limited at the same time. Are you the kind of person that wants to live a life free between the stars? This article will help you live that life successfully.
Too often when you ask somebody to describe their character, they tell you a class and a race. "I'm a Dwarvin Paladin" tells you nothing about what makes a character interesting. You MIGHT get a backstory even. But a real character is more than that. What makes a good character interesting are the small details, and hidden motives. These are questions that make players dig a bit deeper, and create somebody truly interesting and unique.
Title says it all
The summon spells of The Stolen World
The summoning system of The Stolen World
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.
The party is walking through the forest at night when they come upon a clearing. Half a dozen black-robed corpses lie scattered across the ground, and a pentagram of blood is shoddily drawn in the dirt.
It seems these people summoned something they could not control. Whether or not the demon returns is up to the GM, but it would be just as rich if the demon never returned, and for the rest of the night, every stray sound or odd shadow will be jumped at!