things to ask yourself when designing a female character:
how much blood is she covered in
are her eyes filled with madness
can she rip things to shreds with her fingernails
LET THEM BE VICTORIOUS
You want to know why Inigo Montoya remains such an iconic and beloved character even 35 years after the Princess Bride came out?
It's because he's one of the few characters in fiction who has a story where he has dedicated his life to revenge, his whole motivation is about getting revenge....and he gets it! and then he isn't empty or despairing! he doesn't regret it! he's totally satisfied!
because so many stories about revenge or rage are about characters "seeing the futility of their actions" or learning "their desire for revenge has only made them the monsters they hated" FUCK THAT.
Inigo Montoya kills the man who kills his father, is allowed to live in the narrative after and be happy about it and it is so satisfying. it's fantastic. it's iconic.
let more characters rage against the world, bring it down with bloodied hands, and let them be FUCKING RIGHT about it. Let them celebrate their success with sharp grins, and let them live happy, full lives where they always remain proud/fulfilled for what they've done
Love you
im tryna prove a point to my bf's mother help me out
Godslayer for the wip game
It’s a Sky meets the chain fic I’ve been working on for literal months that definitely got taken off the back burner and just placed on the fucking counter for a bit alsmddk. Basically I just wanted to really highlight how while Sky is genuinely very sweet and kind, he has a certain Vibe to him thats almost unsettling and you can FEEL the power coming off him. He’s dangerous, but CHOOSES to be kind. And when some of the more magically inclined members of the chain feel the power coming off him they’re a bit wary of him, namely Time Wars and Legend
Warriors had been wary of Sky from the day he first met him. He’d been the last one to join the group, putting their numbers at nine now. The captain wasn’t fooled by the nineteen year old’s bright smiles or warm hugs, he could feel the ancient energy radiating off of him. He could sense he was in the presence of something older than the kingdom of Hyrule itself, something powerful and potentially dangerous.
Of course some of the others hadn’t believed him.
“Sky?” Wind scoffed, jabbing a thumb in the sky knight’s direction. The skyloftian was humming a sweet little melody, smiling to himself as he carved Wild a new cooking spoon.
“Wind, I’m telling you,” Warriors said, deathly serious. “He’s dangerous.”
i love sky he should be allowed to be sweet but also batshit
Just visited to asexual tag and immediately saw vagina, ass, titts, fully naked women. @staff get you ass in gear because personally I am sharpening my guillotine.
I'm about to be a player in a full campaign for the first time in 5 years (I was lucky enough to play in a few oneshots and an 8-session mini-campaign during that time), and for the first time in a long time, I get to really think about being on the player's side of the table!
If you, like me, are about to embark on the journey of creating a D&D character, this one's for you.
If you've played D&D before, you've probably had the problem where you came up with an awesome character concept and started playing, only to realize you picked features that your character wouldn't use, or that didn't work with the way you like to play.
Some DMs may let you change it at some point, but the majority of the time, the only solution to being dissatisfied with the mechanical choices you made is to...retire the character. Make a new one. When you really enjoy roleplaying the character, it can feel like you're between a rock and a hard place: say goodbye to a character you love, or muddle through with mechanics you hate.
(this can happen the other way around as well! I'll be writing about that later)
So how do you get in front of this problem? How do you choose mechanics you actually like that also make sense for your character concept?
The advice below assumes that you have come up with a character that is willing and able to go adventuring.
The first step in designing a character's mechanics is to ask yourself:
What roles do you like playing in D&D, both in and out of combat?
There are many different roles in D&D. Some are pretty well-known: you have the tank, the DPS, the glass cannon, the healer. But you also have the support caster, battlefield manipulation, and more. At the same time, not all of D&D takes place in combat. Depending on the game, there are different ratios of combat:exploration:social interaction. If one of those 'pillars' of play doesn't interest you, that's okay, but there will likely be some elements of all three in every game, and it's helpful to have a character that is capable of interacting with all these pillars.
The lists below are not exhaustive. It's also typical to enjoy more than one role, and to take on more than one role at a time. As you review the lists, think about which roles you would most enjoy playing.
Combat Roles
Tank: soaks up attacks. If you like taking huge amounts of damage or making enemies waste attacks on you that never hit, this is a good role for you.
DPS: for the uninitiated, this stands for 'damage per second'. If you like doling out huge amounts of damage each round, this role is a good fit.
Glass Cannon: like DPS, this role deals out high damage but frequently has limited resources, like spells, and has a low defensive capability. If you like to feel powerful 'at a cost', this is a good role for you.
Healer: this role keeps allies standing and protected against danger with wards and restorative abilities. If you like to feel like a rescuer and pull your party out of bad situations with a clutch move, you may enjoy being a healer.
Support: this role focuses on making your allies stronger and your enemies weaker. If you like setting up your fellow players for extreme power without wanting it for yourself, or get satisfaction out of watching your enemies crumble, this is a good fit.
Battlefield manipulation: this role controls different elements of the encounter by moving allies and enemies around, taking control over enemies, and creating effects that change the physical landscape. If you like thinking tactically about placement on the board, affecting who can go where/do what, and turning enemies to your side, this is a good role for you.
Summoner: this role uses other creatures to fight on your behalf, not just summoned ones. If you like having animal companions, constructs, or summoned creatures take on the fights for or alongside you, you may like the summoner role.
Exploration Roles
The Trap-Wise: this role is on the lookout for unexpected dangers, like ambushes, pitfalls, and cursed treasures. If you like to stay on your toes, monitor what others are doing, and be a front-liner of exploration, this role is a good one for you.
The Looter: this role is looking for Stuff. You might be checking bodies, foraging for the party's dinner, or combing through bookcases for interesting tomes; if that sounds like your kind of fun, you might enjoy the Looter role.
The Puzzle-Solver: this role wants to gather and resolve information about the scenario, whether that's literally solving a puzzle or figuring out the BBEG's secret plans before she can put them into action. If you like thinking about how the scenario works and gathering intel, you might like being a Puzzle-Solver.
The Poker: this role sees something interesting and decides they're going to poke it. If you want to throw caution to the wind and just trigger the pressure plates already, this role could be a good fit.
The Mapper: this role is for figuring out where you are, where you're going, and how you're going to get there. You might be checking for secret rooms and hidden doors, or scouting ahead either on your own or with a familiar or divination ability. If you're always thinking about the next step forward, you could have fun as a Mapper.
The Prepper: this role is getting ready for the next threat. If you want to set up defenses for your camp, heal or empower your allies before you face danger, or divine the future, you might like the Prepper role.
Social Roles
The Friend: this role tries to get on others' good sides. You may deescalate a tense situation, convince an untrusting NPC to let down their guard, or earn the favor of a powerful creature. If you really did come here to make friends, this might be a good role for you.
The Powerhouse: this role uses skills, physical strength, or magical power as leverage. You might magically or physically force a confession, show off your competency to get an adventuring contract, and back up your allies' words with an intimidating presence. If you want to say more by saying less, you might like playing a Powerhouse.
The 'I Know a Guy' Guy: this role relies on interpersonal connections, linking the party to NPCs for resources, information, and new quests. If you like networking and building connections, you might enjoy playing this role.
The Information Broker: this role collects and exchanges information, from gossip to news to clues. If you like plying others for intelligence, you might have fun as an Information Broker.
The Trader: this role speaks the language of barter and coin, assessing others for their material worth and goals. If you like transactional roleplay encounters from haggling to bribery, the Trader could be a good fit.
The Influencer: this role distracts crowds, plants the seeds of gossip or discontent, and directs the favor and ire of the public. If you want to be at the heart of the crowd, you could enjoy the Influencer role.
The Cold Reader: this role assesses others for their motives, intentions, and feelings to gain a social advantage. If you like to understand what's happening at the heart of an NPC, you might like playing a Cold Reader.
Once you've identified the roles you enjoy, think about the group as a whole: will anyone else want these roles? It can be extremely frustrating to choose a glass cannon role, only to discover everyone else is playing glass cannons, too. Party composition doesn't need to matter to play a good game, but when you have the same role as another player, it can be easy to feel like you aren't adding anything new or interesting to the encounters.
Next, think about the game you're about to play: will these roles be useful in this game specifically? Some DMs might leave out the elements necessary for a given role to work, or the specific game you're playing won't give you many opportunities to use a certain role. You can always let the DM know what you want to see, so they can give you situations that play to your interests, but it's also fine to acknowledge that not every role will fit in every game.
Finally, consider your character concept: which roles fit with the character I've come up with? If you know things about your character's personality and background, you can compare them to the roles you're interested in and see where there are points of alignment. You don't need alignment between the combat, exploration, and social role, but some roles fit better together than others, like a DPS combat role being Trap-Wise in exploration and an 'I Know a Guy' Guy in social encounters -- that describes a very typical rogue archetype, and rogue abilities often serve these roles well.
Once you've assessed the roles you like in combat, exploration, and social encounters, you're ready to build your character's mechanics!
A short example: In the upcoming campaign I'm playing in, my character concept is a drow woman from a minor noble family who was disowned for improper behavior. She was previously trained in martial fighting, but has since become a pit fighter to help make ends meet. This character is going to be mostly battlefield manipulation with some tanking, because I love to play with combat tactics and soak up damage. In exploration, I'm not yet sure; I think she'd be a good Poker, but another player really gravitates toward that role, so my backup choice is the Looter. For social encounters, she'll be mostly Influencer, but since she'll be tactical in combat I think she'd also be a Cold Reader when it comes to assessing potential threats and their capabilities.
'part two: choosing your features' can be found here.
if i was a popular minecraft youtuber id just tweet "hey guys stop drawing shipping fanart of me and my friends/coworkers, i only fucked one of them and seeing me paired with anyone else is kinda weird and crosses my boundaries" and then i'd turn my phone off
The recipe for creating compelling characters is deceptively simple. All you need is a goal, motivation, and conflict.
These are the building blocks that drive all character development and will ensure you have well-rounded, believable characters every time!
The GMC Formula in a nutshell is:
Goal: What does your character want?
Motivation: Why do they want it?
Conflict: What's stopping them from getting it?