3D Character Planner

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In point-based roleplaying systems - such as GURPS - designing a character can be a challenging and rewarding exercise in creativity. But for some players, this process instead becomes an exercise in optimising point totals, clever rule-hacks, and finding the perfect balance between must-have traits and the most manageable (or least substantial) disadvantages... This isn't necessarily limited to min-maxers and munchkins either; many players - especially those new to the system - find it difficult to resist designing their characters by "shopping" the books for the best "deals". To some GMs and players, this power-gamer approach may be fine. But for those GMs who prefer to emphasise the narrative, it can be frustrating.

The 3D Character Planner is a tool for GMs who want to keep character design a chiefly narrative process, dominated by the qualitative and not the quantitative. It is geared towards GURPS, but can be used for any system for which characters are - at least in part - designed (as opposed to generated randomly).

The Character Planner is simple to use. It's divided into three sections: Physical, Social and Psychological descriptions. Without any rule-books or calculators at hand, the GM asks the player each of the questions, and as the answers accumulate, a character emerges. The questions are designed to make the player think about who the character is - where he comes from, how he knows what he knows, why he does what he does... At each step, another blank will be filled. Some questions will tie back into others, adding even greater detail. It is important that the GM and player work through the Planner together; this way, the GM can ask follow-up questions, and provide specific information about the campaign setting to help flesh out the player's responses. Finally, when all the questions are answered, the player will have a finished character, a complete fictional entity with a history, a personality, goals and aspirations, strengths and flaws.

The last step is to convert the qualitative description of the character into game terms. The GM may do this alone, or work with the player. GMs will know details about the character's background, and can weave them into the campaign. Players will have an understanding of who their characters are, and what makes them tick. Whatever the style of play, the 3D Character Planner should contribute to the creation of characters who are more than a collection of abilities and numbers...

Each of the three sections below contains a list of questions. The GM should read through them, and is encouraged to alter them to fit his campaign or style. For those using GURPS, each question is followed by a list of which attributes, advantages and disadvantages may apply; these lists are not necessarily comprehensive, but should be handy when translating the character into game terms.


CHARACTER NAME:

Section 1 - Physical Description:

1.1) What sex is the character? (Simple enough, but might include a Social Stigma disadvantage depending on the setting.)

1.2) How old is the character? (Might suggest Age or Youth disadvantages.)

1.3) What are the character's height and weight? (Assuming normal humans characters, these can be used to back-calculate ST as per p.B15. Watch for Skinny, Overweight, Fat, Gigantism, Dwarfism and Inconvenient Size.)

1.4) What are the character's hair and eye colour? Are they distinctive in any way? (This might suggest Appearance advantages/disadvantages, or even Unnatural Feature.)

1.5) Describe the character's complexion, skin tone and overall quality of appearace. Is the character attractive or unattractive, and what is the nature of his/her looks - boyish, rugged, delicate, sexy, grotesque, etc.? (Includes Appearance, Social Disease, maybe Unnatural Feature.)

1.6) How strong is the character? What kind of strength is it - i.e., brawn, toughness, heavy frame, etc.? (This mostly deals with the ST attribute, but may also suggest Extra Fatigue, Extra Hit Points, Extra Encumbrance.)

1.7) Is the character's agility lower or higher than normal? If so, in what way - manual dexterity, quick reactions, coordination, fast runner, etc.? (Principally DX, but also Combat Reflexes, Increased Speed, Enhanced Move, Manual Dexterity, Reduced Move, Reduced Manual Dexterity, Klutz.)

1.8) Describe the character's health, fitness, and stamina. Is the character often ill, or suffering from any chronic health issues or conditions? Unusually hardy? Sensitive to pain and discomfort? (This deals primarily with the HT attribute, but also includes Fit, Very Fit, Disease Resistant, Weak Immune System, High Pain Threshold, Epilepsy, Colour Blindness, Deaf, Blindness, Hemophilia, Migraine, etc..)

1.9) How does the character dress? (This might include Fashion Sense or Extravagance, or a bad-dresser might have an Odious Personal Habit. Depending on how the character's tastes are described, it might suggest levels of Wealth.)

1.10) Does the character have any other significant or noteworthy physical features - such as a distinctive walk, physical mannerisms, tattoos or scars, lots of jewelry, always smiling, unusual hair-cut, one or more missing or non-functional limbs, etc.? (This encourages the player to think about how their character appears - maybe providing the start of a personality and history - and would cover Unnatural Features, Albinism, One Arm, One Leg, One Eye, Paraplegic, Lame, Hunchback, and other minor things best handled with Quirks.)

Section 2 - Social Description:

2.1) What is the character's nationality, ethnicity or race? (Maybe just flavour, but possibly a Social Stigma is involved.)

2.2) Describe the character's social status, caste or rank. How is it important? (Partly for background, but may include Status, and in some cultures traits such as Law Enforcement Powers, Clerical Investment, Military Rank, Social Stigma and possibly Reputation.)

2.3) What is the character's marital and sexual status? (Mostly background, but might include Ally, Dependent, Social Stigma, etc.)

2.4) Does the character have an occupation, job or career? If so, describe it. (This will suggest background skills, and could easily include traits such as those mentioned in 2.2, as well as Administrative Rank, Magery, Patron, Duty, etc.)

2.5) What is the extent and quality of the character's education? (More skills, plus Literacy, Semi-Literacy or Illiteracy, and possible traits such as those covered in 2.2 and 2.4.)

2.6) Describe the character's home life and history. What impact has it had? (This may be the bulk of the biography, and could suggest additional background skills and be used to explain or suggest traits such as Amnesia, Disowned, Excommunicated, Reputation, etc.)

2.7) Is there a single event or experience in the character's life - a traumatic incident, a betrayal, an act of great kindness - that has had particular impact on the life-path chosen? Describe it. (As per 2.6, but could also suggest a Vow, Obsession, Phobia and others.)

2.8) Describe the character's social activities. Is the character an introvert, or extrovert? (This would cover the spectrum of Bully, Shy, Confused, Clueless, Lecherous, as well as Hidebound, Fashion Sense, Extravagance, Obdurate, Odious Personal Habits and Compulsive Behaviours, and many Quirk possibilities.)

2.9) Describe the character's hobbies and personal activities. (May suggest additional hobby or background skills, and possible Quirks.)

2.10) What is the character's political outlook? What is the extent of its impact on the character's life and actions? (Primarily background material, but in extreme cases a Sense of Duty, Obsession or Vow might be included.)

2.11) Describe the character's religious beliefs, if any. What is the extent of their impact on the character's life and actions? (As 2.10, but Disciplines of Faith and Vow will be more common in certain settings.)

2.12) Does the character have any noteworthy friends, allies, partners, enemies, rivals, superiors, inferiors, family members, lovers, etc.? If so, who are they? (This includes Ally, Ally Group, Contacts, Patron, Dependent, Enemy, and maybe even Evil Twin or Mistaken Identity.)

Section 3 - Psychological Profile:

3.1) Describe the character's intelligence - analytical, savvy, cunning, etc.. (This mostly covers IQ, but may also include Charisma, Common Sense, Intuition, Cultural Adaptability, Language Talent, Versatile, Imaginative, and other intellectual indefinables modelled as Quirks.)

3.2) Is the character observant, or obtuse? Explain how. (This would include the gamut of Acute Senses and Alertness traits and their disadvantageous counter-parts, and might also overlap with some of the social traits such as Confused, Clueless, Discriminating, Broad-minded, etc.)

3.3) Does the character possess self-control? To what degree? (This deals mostly with Strong and Weak Will, but would also include Absent-Mindedness, Short Attention Span, Distractible, Single-Minded, as well as Composed, Collected, Fearlessness and the like [see no. 3.6].)

3.4) What things does the character like, or love? (Largely for flavour and perhaps Quirks, but in strong cases could include Compulsive Behaviour, Odious Personal Habit, Obsession, or even Lover's Distraction.)

3.5) What does the character dislike, or hate? (Again mostly for flavour and ideal for Quirks, but might also suggest Odious Personal Habit or Intolerance.)

3.6) Is the character afraid of anything? If so, what, and to what degree? Why? (The obvious suggestion is Phobia, but also includes Edgy, Paranoia, and less-irrational fears and concerns make ideal Quirks. See 3.3, and see how these fears affect self-control. Also refer to 2.6 and 2.7, and tie these fears/concerns into the character's background.)

3.7) What are the character's desires, goals and ambitions? (This gives the player a chance to set the character's focus, and provides the GM with ideas for adventures. It may also suggest Obsession, Vow and Quirks.)

3.8) Describe the character's temperament and mood. Happy, or unhappy? Calm, or Nervous? Coolness under fire? (This covers a lot, including Chronic Depression, Chummy, Capricious, Curious, Incurious, Bad Temper, Guilt Complex, Impulsiveness, Overconfidence, Pacifism, as well as the range of Combat Reflexes, Cool, Composed, Collected, Imperturbable, Unfazeable, Cowardice, Combat Paralysis, Berserk and Bloodlust. Make sure these gel with answers from 3.3 through 3.7, and see if these answers add anything to previous ones. Refer back to 2.6 if possible.)

3.9) Describe how the character interacts with people and events. What are the character's morals, values and vices? (This helps the player settle on a moral framework - to decide an "alignment" - and includes traits such as Code of Honour, Pious, Selfless, Honesty, Greed, Truthfulness, Gluttony, Glory Hound, Charitable, Callous, Megalomania, Odious Personal Habit, Compulsive Behaviours, Addiction, etc. Note that there may be overlap with 2.7, from the psychological angle.)

3.10) Describe the character's attitude(s) about imporant things. (This is vague, but allows the player to establish one or two issues that are important to the character. Alternately, the "important things" can be specific setting-related issues around which the GM knows the campaign will revolve, such as loyalty to the King in a Musketeers-style campaign, or devotion to the clan in a Vampire campaign. This could include traits such as Higher Purposes, Destiny, Delusion, and Quirks.)

3.11) How does the character interact with the world, in the broader sense? Does the character have any overriding prejudices or biases? Why? Describe them. (This also covers a lot of territory, and may overlap with much of Section 3. In this case, "prejudices and biases" do not necessarily mean racial or ethnic intolerances, but refers to the lenses through which the character sees the world - like the hopeful missionary, the cynical ex-cop, the selfish public servant, etc. If the GM likes to empoy Archetypes, this is a chance to identify Questing Heroes, Reluctant Heroes, Anti-Heroes, et al. It could include many of the traits from 3.9 and 3.10, but may be broader and make good for Quirks that sum up important attitudes not covered by advantages or disadvantages.)

© 2001 andi jones / angelwerks. special thanks to kathryn reiss and johannes trimmel.

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