It can often be useful to hint at an NPC’s strong or weak attributes using related adjectives when describing them to the PCs for the first time.
High Mental Strength: NPC has an odd magnetism to them, something forceful just beyond perception.
Low Mental Strength: Character easily gets lost in the background. They seem insubstantial despite physically being there.
High Physical Strength: Rippling muscles, moves with a ponderous force, and arms the size of tree trunks.
Low Physical Strength: Small limbs and easily shoved around by outside forces.
High Dexterity: The character moves with an easy grace and never seems off-balance.
Low Dexterity: NPC is always dropping things, often tripping over their own feet, and are generally prone to clumsiness.
High Constitution: Character is robust, hardy, and tough as nails. They look rather healthy!
Low Constitution: The individual looks weedy and insubstantial, a person who looks ill even when they aren’t sick.
High Intelligence: The NPC speaks with more eloquence than normal, perhaps always has their nose buried in a book. Probably makes reference to Ancient culture that they don’t entirely understand.
Low Intelligence: Often has no idea what they’re talking about. Strong opinions; precious few facts.
High Charisma: GodDAMN, that’s a tall glass of water in a desert. Speaks and dresses well too! This person is someone you wouldn’t mind being on top of. Or underneath! Either or. Both maybe!
Low Charisma: No one seems to like standing near this person. Odors may or may not be involved. Please stop talking immediately.
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41. Retiree – You are an old timer who is out for one last adventure or to rekindle thrill of life. You're not at your physical peak, sure, but you have the advantage of wisdom and experience!
What was your occupation before you began adventuring? Do you have any ailments from your older age? How have younger adventurers responded to your joining their ranks? Did any particular event spur you to begin adventuring?
42. Exile – Whether for a crime against your people or the machinations of someone in authority, you were banished from your homeland. You are a stranger in a strange land, and many of the customs confuse you to no end.
Are you ill at ease in these new lands or have you adapted readily? Will anyone recognize your point of origin or is it too distant and obscure? What would happen if you tried to return? Did anyone come with you?
43. Apprentice – You have recently completed your training, and it's finally time to prove your skill! Whatever your trade, you served under a master or guild that helped you get started, and will not allow you to advance to full membership until you accomplish a task or create something of worth.
What trade were you training for? Is your goal a set task or is it more nebulous? What is the scope of the task you must accomplish? Do you have a uniform or signifying mark to single you out as an apprentice? Do you still maintain contact with your master or guild?
44. Aspiring Lord – Born either a peasant or minor noble, you seek to gain political power. Power could allow you to accumulate more wealth, or effect change on a large scale, or offer protection from danger… Or you might simply want power for its own sake.
What made you first desire being a noble? What do you plan to do with power? How will you become a noble? Are there any forces at work trying to stop you?
45. Athlete – You either play a sport as a living or aspire to do so. Whatever the game, you desire the thrill of victory in front of a crowd or perhaps it's the allure of the cash payouts to the winners?
What sport or game do you play? Are the game's competitions fairly common or is it fairly new and small? Do you have any Mutations or capabilities that give you an edge? Did anyone else in your family or circle of friends play the sport? Have you established a name for yourself yet?
46. Craftsman – It's just that simple; you build things. You might specialize in crafting a specific thing or be more of a generalist and you might keep the items for your own use or sell them.
Does the process of creation entertain you or is it perhaps a compulsion? Are you picky about the quality of materials you work with? Are you satisfied with each creation or do you immediately spot the flaws? Did anyone teach you how to build or does it come naturally?
47. Peasant – You are, quite literally, an unremarkable nobody. You grew up on a farm or a thoroughly boring marketplace, without any sort of destiny, prophecies, or suddenly discovered family secrets. On the upside, that does mean whatever you do and wherever you go, it'll be moving up in the world.
What allowed or caused you to take up adventuring? How do you feel about all the excitement in your life now? Would you ever consider going back to a mundane life? If you ever encounter friends or family from your old life, what would they think about you now?
48. Paradise Seeker – Times are hard everywhere you've seen, but you're confident that you'll find your own little plot of paradise someday. Perhaps some story told you about a better place, or a religion convinced you, or maybe it's just a firm belief that things have to be better somewhere, but you are determined to find it.
What does your paradise entail? Where did you first hear about it? If you do find it, what will you do? Does anyone else share in your search? What do you need to bring or have to find it?
49. Superstitious – You have learned great wisdom from the movement of the stars, phases of the moon, remains of tea at the bottom of cups, and entrails of mutant chickens. You may follow one specific superstition or dabble in all of them, but you are certain that unseen forces have an influence on everyone's life and you strive to learn what you can of these forces.
Where did your system of belief come from? How do others view it? Have you ever been right in your predictions? Are there any practices or situations you avoid to keep bad luck away? How much time and effort to you spend doing things that are supposed to promote good luck?
50. Hooded Character – You maintain an alter-ego, often masked and clandestine, that goes out at night to commit crimes or right wrongs. The alter-ego might have developed a reputation for your costumed actions or be relatively unknown, but either way, you use it to keep yourself safely disassociated from your activities.
What do you do when under your assumed identity? Does anyone know about your alter-ego? Are you committing crimes, and if so, is there an investigation looking for you? What sort of reputation has your alter-ego accrued?
As a creative exercise, I am going to create a whole goddamn pile of random character backstories for use in RPGs. Or your writing. Either one! Each one will have a short description (garbage) with a few leading thoughts, followed by some questions for you to maybe refine the concept into something useful. Hopefully, I’ll be able to come up with 50 without repeating or generally be stale.
1. Escaped Heir – You are a prince or princess fleeing from responsibility, political intrigue, or a destroyed family. Whether you keep this identity a secret or not is up to you, but the possibility of news getting out to people that might be interested could prove dangerous to you.
Does your character miss their life of luxury? Or does the life of an adventurer hold more appeal? Do they have any surviving family they remain in contact with?
2. Avenger – You, or someone or something dear to you, has been wronged and you seek to punish those responsible. The extent of the crime committed is up to you, but the more awful the act, the more it would motivate you to greater heroics.
Does your character know who wronged them? Was it a betrayal of some sort or were you merely a victim? How great a blow was the loss to your character? Do they have anything to live for after their revenge is had?
3. Glory Hound – You decided early in life that glory is the quickest route to immortality. How you decide to pursue your legend is up to you, but tearing down a tyrannical regime, saving a town from an incurable plague, or discovering a new OldTech ruin to plunder are all good ways to catapult you to celebrity status.
Was there a formative experience that makes you seek glory? Will they ever be satisfied with their level of fame? How do they react when people recognize them? DO people ever recognize them?
4. Former Slave – You were once the slave or captive. Whether you escaped, were sold, or perhaps your master died, being someone's property left a deep impact on your psyche. The experience need not even be a negative one, though it often is, if your former master was kind and took good care of you.
Do you have any scars or brands that mark you as a former slave? How did you acquire your freedom? Do you react visibly when you see other slaves?
5. Fortune Seeker – Whether born into poverty or rendered poor by outside circumstances, you have spent considerable time as a penniless wretch. You have since vowed to never sit on that side of the poverty line again. Being greedy and miserly isn't necessary, but you are exceedingly aware of costs and payment.
How did you feel when you first began acquiring money again? Do you care about legal matters when payment is involved? Do you have a total amount of money as a goal or do you just always want more money?
6. Do-Gooder – You have witnessed all manner of evil in this world and have decided to take an active stance for good. You may be committed to a specific act of good, or simply oppose more evil individuals, or seek out others to help in their hours of need.
Are there particular acts of good or evil that you particularly appreciate or detest? Was there an event that shaped your view? What emotions do you experience when doing good deeds?
7. Dangerous Secret – You have learned something, perhaps intentionally, that poses a threat to someone or a faction. The importance of the secret you've learned may or may not be known to you and, in the same vein, you might not even be aware of whose secret you possess.
Did you seek out the secret or did you stumble into it? Are you aware of the danger your knowledge puts you in and, if so, does it bother you? Have you told anyone about the secret? Do you plan on utilizing your knowledge in any way?
8. Overshadowed – You are associated with an individual of great renown, but that same association stifles your own story. Your associate may be a parent, mentor, or simply a friend who has accomplished something great; either way, others will often recognize you only for your relationship with the legendary individual.
Do you resent your lesser-known status? Do you and your associate work in the same relative field? Is their skill actually greater than your own or are they simply better known?
9. Artistic Soul – There is beauty all around and you feel compelled to appreciate it at every turn. Your fascination may be visual art, natural beauty, music, brilliant craftsmanship, bloodshed, or anything else you can think of.
Does your appreciation of the art simply satisfy you or is there a surge of emotion? Do you partake in the creation of the art yourself? Can you explain the art to others?
10. World Weary – You've seen it all and fear that there's nothing left worth experiencing. The spark of novelty immediately draws your attention, but it may be a rare event or you may grow bored with it quickly. You might suffer ennui or simply grumble quietly to yourself when bored.
Was there a tipping point in your life when things became so dull? Do you remember each moment of newness or are they easily forgotten? Have you actually experienced as much of the world as you think you have? How do others react to your weariness?
Before getting started, a shout-out to @asuccessfulbusinessman for providing excellent input on my game. He’s good Filthy Assistant material!
11. Bounty – Someone, somewhere, wants you and has offered a cash reward for your capture or death. You might know about the bounty from encounters with bounty hunters or wanted posters or you might know all the details from firsthand experience.
Do you know who posted the bounty against you? Are you wanted for a crime or have you wronged a private individual? How much is the bounty for? How long has the bounty been out for?
12. Jilted Lover – You were supposed to be in a romantic relationship, arranged or spontaneous, but something about it went catastrophically wrong. Either you or your perspective mate fled the relationship and attempted to vanish. The fleeing lover might have left a note or explanation, but the end result is an empty bed and probably some hurt feelings.
Were you or the other party the one to flee? Are they/you being sought after? Were the families impacted by the failed relationship? Has the escape left an emotional scar on either party?
13. Adventuring Archaeologist – You are a seeker of great treasure, and the more dangerous or illegal the ruin the better! The thrill of the adventure pulls at you any time you pass by a ruin or cave and the mere whiff of a treasure map sets your blood on fire. The treasure at the end may not even be the most important part of the experience for you. Hat and whip are optional but encouraged.
How was your first dungeon excursion? What do you do with any artifacts they find? Why did you take up delving in the first place? Do you have any scholastic interest in the ruins themselves?
14. Missing Family – Some member of your family has gone missing. They might have been kidnapped by an enemy for ransom, or they've stolen the family heirloom and fled, or perhaps they've simply vanished without a trace; either way, you're on a quest to find them. Or, if they can't be found, perhaps you'll just learn what their fate was.
Why are you so concerned over this family member above all others? What was your last memory with them? Are you worried for their safety, angry at them for leaving, or something else? How long have you been searching for them?
15. Scholar – Unlike the majority of people, you have had a formal and extensive education. This education might grant you a more precise speaking manner, useful knowledge, or perhaps nothing more than a pretentious social circle. The school itself might be a huge affair with hundreds of pupils or a small academy for ten at a time. Training offered could be as esoteric or generalized as you wish.
Was the school for a specific trade or more general education? Did you gain any useful contacts during your time there? Was it a boarding school where rich parents shuffled off their young for years at a time? Did the time cloistered leave you with a somewhat naïve or odd view on the world?
16. Traitor – At some point in your past, you betrayed someone who trusted you implicitly. You might have been forced into the action by an outside force or it might have been for personal gain, but the fact remains; you acted and a close confidence was harmed.
Who did you betray and why? Did your betrayal lead to the ally or friend's death? If they're still alive, did they forgive you or do they still hold a grudge? Does the betrayal weigh heavily on your mind? Would you betray another close relation if needed?
17. Escaped Criminal – You were caught committing a crime severe enough to warrant prison time. You might have been set up as the fall guy or perhaps you were a career criminal who slipped up; either way, you spent time incarcerated. After spending some time behind bars though, you escaped back to freedom.
Did you have help escaping? After you got out, did you resume your criminal activity? Did you have to create a new identity once free? While inside, did you make any useful contacts? Are the authorities hunting for you?
18. Failure – You attempted to join an exclusive faction that required an initiation trial; a trial that you failed. Whether it was due to bad luck or poor decision making, the failure prevented you from joining and further might have endangered other members. Perhaps the faction is also interested in secrecy or has other reasons for wanting to see failed members killed.
What caused you to fail your task? Did the faction let you go without any consequences or are they seeking to harm you? Do you regret your failure or does it otherwise stick in your memory?
19. Terminally Ill – Unfortunate, but you were born with or contracted a terminal disease. You don't know how long you have left to live either; it could be years or weeks. For now, you aren't suffering debilitating symptoms yet, but they might develop later.
How does your slow death sentence affect your outlook? Do you fear death or has your disease emboldened you? Is the illness communicable? Are you experiencing any early symptoms?
20. Wild Born – You grew up as a lone feral in the wild instead of within the bounds of civilization. Whether you were abandoned as a youth, were raised by beasts, or simply were left alone in the wilderness, you were a grown adult before you encountered a settlement or other people.
If you speak a language, how did you learn it? How did your first experience with civilization go? Do you have any memories of your family? Did exposure to other cultures affect your way of life?
This is the RPG Dice Spinner and it was created by Space Daddy Games. We thought it was a cool idea with a slick design. The creator provided several scenarios where this spinner works better than dice. Learn more at https://www.thegamecrafter.com/games/rpg-dice-spinner
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Have you ever thought your game’s critical hits were too mild? Want some critical hit/injury descriptions from a trauma doctor? Are you not terribly squeamish?
HEY. YOU, aspiring GM over there making your first dungeon, lair, or ruin! Let’s have a chat about a couple of minor additions that will make everything seem so much more believable.
1. Traps. You have your dungeon, yeah? It’s shaping up nicely. Got some loot over there, critters all over the place, but you think this place needs some arrow that shoot out of the walls! Oh, or scythe blades that slash out of a door! Or an obvious trap that is only there to trigger another trap when someone goes to disarm it!
That’s great thinking, and traps can be a lot of fun for everyone, but consider who lives in or uses the structure. Would you put a spike trap or exploding doorknob in an area of your home or office that you yourself have to access regularly? Probably not, as it would inconvenience you.
Where should traps go? Consider places where the trapmaker and friends don’t need to access frequently: vaults, sewers, areas designed to lure people in, and false/back entrances.
Exceptions to the above suggestions: small traps in desk drawers, magical/special traps that have smart targeting or some other ability to differentiate friend vs foe, or perhaps a threat/damage that the maker simply doesn’t care about. For example, a lich might make liberal use of poison gas traps since he, ya know, doesn’t have to breathe.
2. Bathrooms/Latrines. They’re taken for granted in our modern times, but if you have things with any sense of civilization occupying the structure, there is going to be a place where they poop. Aside from adding a degree of “realism,” it also offers you an interesting and novel encounter. You get to describe the horrible smells and sights, and very clever characters will be able to glean useful information from the poop.
3. Ecology of monsters. Let’s revisit those creepy-crawlies, shall we? Take some time to consider what they eat and drink, what they do in their spare time, how they interact with other dungeon residents? Do they ever leave the dungeon? Is it their home, or are they maybe paid to guard it?
4. Readiness. Last point for the evening, but how ready to fight are the denizens of your dungeon? Are they expecting the adventurers to come raiding today/tonight? If so, are they dug in and defending a point or are they out patrolling? Are they at full health or are their scraps and bruises on some? Who responds to suspicious sounds and what do they do? Do the sentries charge into battle, sound an alarm, or run deeper into the dungeon to rally their fellows?
Just some thoughts I wanted to get out of my head. Hopefully, it inspires you to do some additional thinking, and thanks for reading!
31. Oathbound – Some may treat promises like cheap suggestions, but you take them very seriously. At some point, you swore an oath to someone or something, and you would sooner die than break your word.
Is the promise a single activity you need to do, or did you pledge yourself to a cause? Will anyone know if you fail in your oath? What do you gain by upholding or completing your oath?
32. Bloodthirsty – You don't care about honorable combat, or fighting for a cause, or even killing for pay; you just enjoy murdering. Can't get enough of it!
Do you enjoy the killing itself or do you just get caught up in the thrill of the fight? What was your first fight like? Do you care about what other people think of your hobby?
33. Natural Savant – Do one thing; do it well. Early in your life, you discovered that you had a natural talent for a particular skill. Practice led to mastery and now few can be considered your peer with this skill.
What is your talent? Has anyone ever demonstrated a greater ability with your skill? Has the skill become profitable for you?
34. Mysterious Benefactor – You're not sure who they are or why they help you, but you have received assistance from a shadowy individual or faction on several occasions.
How has the benefactor helped you in the past? Have you ever investigated who they might be? Do you have any ideas about what their agenda might be? What will you do if the benefactor suddenly stops supporting you?
35. Lone Survivor – You're it; the last of your kind. Some tragedy or disaster befell your tribe, family, or settlement, and you were the only one to escape death.
Did you survive because of some skill or effort on your part, or was it pure luck? Do you take measures to ensure that your group's memory lives on? Do you suffer from survivor's guilt? How would you react if you learned that another of your group was still alive?
36. Plague Survivor – When you were younger, you survived a horrible illness that left you with mental and physical scars. You have fully recovered, but the experience will probably stay with you forever.
What disease did you survive? Did those around you die of the illness? How do you feel seeing others get sick? Are there any marks or scars that are obvious on your body?
37. Thrill Seeker – Most adventurers have a reckless streak in them, but you make them look tame by comparison. You love dangerous thrill seeking in all forms and, fortunately, the adventurer's life is rife with peril.
Do you prefer one variety of danger over another? When did you begin thrill-seeking? How many times have you gotten in over your head?
38. Amnesia – You'd love to talk about your past, if you had one! Whether from a blow to the head, near death experience, or maybe just suppressed memories, but you don't remember anything about your past.
What is the earliest memory you can call up? Have you found any clues as to who you were? Do you regret not having a past or do you not really care?
39. Indebted – Most people owe someone something, but you owe so much money or such a big favor that the debt looms over you like the sword of Damocles. Someday, that debt will be called in and you are doing everything within your power to be ready to pay it back.
Who do you owe? Do you owe a favor, money, or something else entirely? Are you paying 'interest' or something similar? How did you become indebted in the first place?
40. Stand In – You adventure so someone else doesn't have to. You are perhaps fulfilling someone else's obligation, or seeking the means to take care of a dependent, or you assumed someone else's identity to protect them.
Do you work under an assumed or false name? Who are you adventuring for? Are you repaying a favor or kindness?