Personality

Have each player put together a personality profile for all of their characters. This goes beyond ability scores, equipment, and statistics listed on the character record sheet.

Get as much detailed information about the hero as possible. The process helps the player concentrate on aspects of the character that might otherwise be overlooked, and the player can probably role-play the champion more convincingly and consistently afterward. Your increased knowledge of the character allows you not only to tailor adventures for the hero but it gives you a clearer picture of how an NPC might perceive that champion, which improves your role-playing as well. A good profile should contain the information described below. You can make up a form for your players to fill out, or you can ask the player a series of questions and record the answers yourself. It doesn’t matter how you collect the information, as long as you get it in a form you can use.

Occupation: Most people define themselves by what they do. A player who lists a character’s occupation as semi-retired adventurer has a mental image different from a player who sees the same character as a country squire. Occupation also helps determine what the character does when not adventuring. A semi-retired adventurer probably spends a lot of time swapping tales about old adventures and listening for rumors. A country squire probably spends a reasonable amount of time managing property and pursuing outdoor activities, such as riding or hunting.

Personality: This refers to the character’s general behavior, temperament, wit, sense of humor, and other non-physical traits. Ask the player to sum up the character in a few paragraphs. This information should give you a clearer picture of what the player is trying to do with the character.

General Appearance: This is what the character looks like. The player should note the character’s hair, eye, and skin color, favorite clothing, height, weight, favorite equipment, and so on. The list should start with what a person might see when glancing at the character and finish with what might be seen if a person studies the character for awhile.

Distinguishing Features or Habits: These are personal oddities and quirks that might not be immediately visible. A fighter’s buck teeth or funny cowlick won’t be noticed while the warrior is wearing a helmet. This category includes things such as birthmarks, scars, tattoos, and the like. It also includes favorite expressions, nervous habits, speech patterns, and anything else that make the character unique.

Tastes and Preferences: Note the character’s hobbies and other leisure pursuits, favorite foods, favorite color, collections, pets, and the like. Also note things the character doesn’t like; activities the character finds particularly distasteful or boring, foods the character refuses to eat, least favorite animals, etc.

Residence: This is where the character lives. At the minimum, note the place’s location, size, and state of repair. It is best, however, to have the player make up a detailed floor plan and description of the character’s home. Also make a few notes about the surrounding area’s geography and politics.

Ideally, this should be a miniature dungeon complete with room by room descriptions, specific spell effects, guard strengths, wards in place, etc. As DM, you’ll need to look this over very carefully. Not only do 0-level servants probably work here, but it has to be a livable space as well. If the villain comes to visit, the PC might be thankful for the emergency exit installed during the construction.

History: This includes the character’s race, when and where the character was born, and where the character was raised and educated. Note the role that parents or other relatives played in the character’s early life. If the character is an orphan, find out who filled the parental role. Make a list of the hero’s living relations, children, and spouse (if any).

Friends and Allies: Note an influential acquaintance the character might have. List the PC’s close friends and long-time associates. Include all of the hero’s important employees and henchmen (unless they belong on the enemies list). Make special note of anybody the character meets or interacts with on a regular basis.

Enemies: List the character’s enemies. Start with personal enemies of the character. Note the reasons for the animosity. List anyone with interests or desires that are contrary to those of the character, and note the source of the contention.

Short-Term Goals: Consider what the character hopes to accomplish in the near future. Find out what problems or opportunities currently loom the largest in the character’s mind (this requires frequent updating).

Long-Term Goals: Consider the character’s plans and ambitions for the distant future. Find out what the character does if his goals are achieved. Find out what the character does if the goals cannot be achieved.

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