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We will get through this together. Updated: December 6, References. Creating a roleplay character should be a fun and enlightening experience.

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The choices you make for your roleplay character have everything to do with who you are and who you want to be. The better you build your character, the more substantial and believable the character will be. It will become easier to add details and depth to the character because the character will be "real" to you.

And if you make a character who is real to you, it's likely your character will be real to others engaged in roleplaying with you.

Character description generator

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roleplay character description

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roleplay character description

This article was co-authored by our trained team of editors and researchers who validated it for accuracy and comprehensiveness. Learn more Explore this Article Choosing a Name. Building a Convincing Appearance. Creating a Personality. Tips and Warnings. Related Articles. Part 1 of Select a working name for your character.

Choose a name that works in service of revealing the identity of your roleplaying character. Your roleplaying character's name should reflect some of your character's traits. Select a name based on what you know about your character.

The name should help to build the identity of your character so that when you're roleplaying other players might think, Yes. Consider your context when choosing a name. Select a name as well as personality and backstory specific to your roleplaying environment.

Are you roleplaying at a convention? Are you roleplaying with friends? Are you roleplaying online?May 18, PM. This will make you more sympathetic and into it. May 28, AM. Description: Thomas is particularly short for his age. He has shoulder-length dark-brown hair that sometimes falls in front of his gunmetal-blue eyes. He's lanky and scrawnily built. He wears a white button-up shirt that's usually half-tucked into his jeans as well as a red tie and grey hoodie, usually worn unzipped. History: Thomas was born to Alexander and Regina Jensen.

His dream growing up was to be a writer, but after many failed attempts, he settled for a cubicle at the insurance company his father had just retired from.

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Being on the verge of losing his job for his poor performance, Thomas came into the office one day to find it deserted. Below him, he heard the sounds of chaos raging in the streets. He set off to find out what had happened and was not pleased with what he found. Knowing she would die and Zoe would not have a home, Siera took her to an orphanage, where she lived sadly untill she was 10, when she ran away.

She became a slave to a wealthy family and worked hard for 2 years, earning her enough to start a living. When she found out about the zombies, she was terrified and went into hiding. Jun 10, PM. She's known to take the path that best suits her well being. Only on occasion does she speak up and defend what seems important to her.

She cares a lot for animals and always prefers a dog as a companion over a human. Marci's humorous personality draws some and is too harsh for others.

Description: Marci is a petite girl at 5'1. She doesn't draw much attention in her regular cut off denim shorts, favored v-neck shirts and zip-up hoodies. After her extensive long hair almost got her killed she cut the curly brunette locks so they'd rest between her shoulder blades.

Her skin is fairer than it's usual mocha color and her eyes are a stark Caribbean blue hue. History: Marci lived with her father and no one else as a child. Her life was very average growing up. It drove her crazy so by the time she got to college at 17 she tried and experienced various new things.

She was having the time of her life until she visited her hometown for Christmas and found her father's zombie form just beginning to eat their loyal German Sheppard. Marci killed her father on Christmas eve and now has a limping German Sheppard. Jun 13, PM.Things that are totally contradictory, the less cliche the better.

After many decades of characters, coming up with a new concept is getting tough. I have more lately been experimenting with characters that:. I was lucky enough to discover a new archetype I had never even considered. The genesis was during character gen for a game of d20 modern. This requires you to select a stat to be champion of.

I was pissed as I'd just had a heated discussion with the other powergamer players about power gaming. So I chose a useless stat to champion: charisma - or at least, a stat useless in their eyes. It was only four sessions long that game but I liked what I saw. My next game was a 3rd edition game in which I repeated the concept and the con artist rogue was born. She was so much fun to play. She was compulsively dishonest but not mean neutral good.

She had an amazing bluff and disguise, but was only so so at the other thiefly skills. However, when the PCs are doing something illegal and the town guard roll up at an invonvenient time, she was a dab hand at getting them to go away, or even, on occasion, help. She changed her look, name, accent, equipment every couple of levels. She donated regularly and generously to Sune's temple.

She was a total breath of fresh air after a long time struggling to find something interesting. Experiment with the unusual and seldom-selected. You will find something :. Something missing from their moral makeup.

They really, really hate poor people. They hate themselves for causing the death of a loved one. They would sell out their best friend for a copper.

In other words, a flaw that takes a campaign to overcome. A memorable character is one with room to grow - someone who begins as incomplete and grows to learn something over the course of the story. A self-hat A self-hater learns self-forgiveness. A money-grubber learns to value relationships. A selfish asshole learns how to give. Your character should not begin life as a hero. They begin as a simple, deeply flawed person. Then, they become a hero, and in the process, find something they were missing.Endowment: Senses Enhancement he is able to see, hear, feel, smell with better clarity than an average person.

He also has a sixth sense that tells him when someone is watching him or when something bad is about to happen. Personality: He is very sociable and goes out of his way to help others. He can be very stubborn when he wants to be and doesn't like apologizing when he's wrong.

Spencer is a chronic liar which results in people not taking him seriously. He also has a reputation for being a prankster. Hobbies: He likes to fiddle with his guitar in his spare time though Rosemary tells him he's awful and practice hand-to-hand combat. Family if any : He has a twin sister, Claire, but has no idea where she is. The current status of his parents are unknown. Family History if any : Spencer thinks of his parents more like business associates than actual family members.

Claire was taken away when he was younger so he doesn't remember her much. Character History: Born into a rich family, Spencer was expected to inherit his family's modeling company. Much to the dismay of his parents, however, Spencer was more interested in sports and acting than he was to modeling for magazines. His parents were usually never home because of the multiple meetings they had to attend around the world. Since his parents were rarely home, Spencer took to sneaking out of the house from the guards and exploring the neighborhood where he met Rosemary Engel.

By age fourteen, Spencer was living a double life: the life as a rich, arrogant model and the life as a normal teen.

roleplay character description

Spencer's acting skills were probably born out of his constant facade he had to mantain. Before Claire was taken away for unknown reasons to Spencer, she gave him her acoustic guitar. He still holds onto the guitar and is extremely possessive of it. When Rosemary Rena suddenly went missing one day, Spencer helped the Engels in their search for Rena.

Unknown to Spencer, Rena's family was in debt with gangs that cost them their lives. Realizing he could have easily paid the debt off, he blamed himself and gave away most of his interitance money to local hospitals before fleeing his hometown. On a raining day, Spencer had slipped and knocked himself unconscious. When he awoke, he found he could sense things with much more clarity than he could previously.

Not only did he have enhanced senses, he also possessed inhuman agility. Chelsea had the ability to communicate with animals while Jason could use telepathy.

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The three soon became close friends and have remained close.Jump to navigation. Exclusive access to our playwriting opportunities database, advice from experts, and chances to connect with other writers. When your play is in manuscript form distinct from, say, a published acting editioncharacter descriptions are an entryway into the unique world of your play.

Taking a moment to consider the specific manner in which you want to welcome the reader into this world is important. Like stage directions, trends in character descriptions have changed over time.

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From the loquacious descriptions of Tennessee Williams to the minimalist style of Samuel Beckett, there is no one correct way to fashion them. Nevertheless, there are a couple of choices that immediately signal to the reader that you are a writer in charge of your material.

This encourages the reader to discover the characters on their own upon entering the play. Furthermore, someone who reads a ton of scripts may merely scan the character list anyway. You may include nothing but names, and in fact, if the names intrigue and the play has an abstract style, this may be the best choice. If the play is more realistic and the ethnic identity, gender, and age of the characters are pertinent, add these with as much specificity as you like.

While these examples are brief and to the point, each subtly signifies different things. Example C indicates that the play will address specific issues of identity, while Example A suggests more abstract characterizations.

This technique readies the reader for what is in-store and encourages them to read the text through that particular lens. For example, if I were writing a play about how finances and class affect relationships, I might write the character descriptions as follows:. YURImale, 50s, Russian-American, has two hundred thousand in his retirement savings and five dollars in his checking account. Here the reader has the financial history of each character in mind as the play begins.

It will permeate the subtext of the play, which can be a powerful thing. If not used wisely, it can also undercut the play. YURIa man in middle age who will always pay for dinner even if he overdraws his account. LIONan animal who has no concept of money. He does, however, have a very strong concept of dinner. What I like about this technique is that it encourages creativity in your descriptions.

The Gigantic List of Character Descriptions

Readers always appreciate originality, and giving a character a pithy, thematic description often feels fresh.Remember Me? What's New? Results 1 to 20 of Thread Tools Show Printable Version. RP for Newbies: Writing a Character Description Having a character description can really be a useful tool in RP - because the mud is all text, it helps to give people a frame of reference for interactions with your character. If you haven't written creatively before, they can be a little daunting.

Loose, braided, etc. Pale, golden, tanned, leathery, grayish, albino, etc. If so, what do they look like, and where are they? Feminine or masculine style of dress? Using these questions can help you shape what you want to convey. A description isn't just the physical appearance of the character - but can also convey the emotional presence as well. Here's some examples of descriptions. Please don't take these and use them - they belong to existing characters. His armour and clothing isn't much to speak of, as if he distains the implied weakness of fighting with more than the gifts nature has given him already.

His hair is long, dark, and greasy, falling to nearly shoulder length. It is tied back from his face with a bit of leather thong, making the horrific scars that run from scalp to collarbone all the more obvious. His eyes are the color of spilled blood, and glare at you with a deeply felt loathing and hatred for nearly all of mortal-kind. Yet despite the impressions of palette and reserve, those inquisitive violet eyes hold both warmth and welcome that no season of barrenness and death could ever withstand.

Tall for her race and more slender than most swans, Faile has the lithe grace of a rapier wielded by a master swordsman.A creature's general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.

Alignment is a tool for developing your character's identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other.

In addition, few people are completely consistent. Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit. Good characters make personal sacrifices to help others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient.

Others actively pursue evil, killing for sport or out of duty to some evil deity or master. People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others.

Neutral people are committed to others by personal relationships. Being good or evil can be a conscious choice.

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For most people, though, being good or evil is an attitude that one recognizes but does not choose. Being neutral on the good-evil axis usually represents a lack of commitment one way or the other, but for some it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these folk maintain that a balance between the two is the proper place for people, or at least for them.

Animals and other creatures incapable of moral action are neutral rather than good or evil. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.

Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability.

Fantasy Character Classes

Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted into lying or deceiving others. Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that is recognized rather than being chosen. Neutrality on the lawful-chaotic axis is usually simply a middle state, a state of not feeling compelled toward one side or the other.

Some few such neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an extreme with its own blind spots and drawbacks. Animals and other creatures incapable of moral action are neutral. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic. Nine distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis. Each alignment description below depicts a typical character of that alignment.

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Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day.