Showing posts with label character background. Show all posts
Showing posts with label character background. Show all posts

Saturday, December 21, 2024

Does Your Character Have A Cause?

Motivation is one of the most important factors when it comes to figuring out your character. In fact, it's so important that a while back I wrote an entire supplement titled 100 Character Goals and Motivations just to drive it home. However, in addition to their personal goals and motivations characters may have causes they champion, or which they strongly believe in. And while they aren't a necessity of your character (after all, how many people do you know in your day-to-day life who strongly support a cause?), they can add a lot of depth and dimensions to your character all the same.

And much like how religion isn't just for divine casters, causes are something anyone can support, and be part of. Though it does help if the cause you pick is actually part of the campaign you're playing.

After all, conflict only matters when we see it!

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Something Bigger Than Yourself


The difference bwetween a goal and a cause, in this case, is the scale of the thing, and who it benefits. Goals might benefit other people, but someone does them primarily for themselves. Also, goals are often small, and personal things such as finding a lost relative, paying off a debt, or getting revenge. However, a cause is something that, while it might benefit the character, is bigger than them. When one supports a cause, they do it because that cause is more important than their personal reward or benefit, even if they do have some skin in the game.

For example, a prince fighting to depose his ururping uncle to take back his rightful throne is a goal. But ending the practice of slavery (whether in the kingdom, or throughout the world) is a cause. It is something that is bigger than one man's ambitions, and it affects so many more people. Now, a prince who was fighting for the cause of freedom could facilitate that cause by retaking his throne, and all the power associated with it, but even then the cause affects so many more people, and so many interests beyond purely his own.

One step for a man... one leap for mankind.

The other difference between goals and causes is that goals tend to be achievable. Goals have definite parameters, and even if they're difficult you can still (usually) manage to achieve them. Causes, though, tend to be more ephemeral. For example, you might have the goal of eliminating the bandits currently plaguing the North Ridge Pass. That is something that can be done. However, a cause might be to protect travelers along that highway from dangers. That is significantly harder to do, and likely requires the formation of regular patrols, a network of watch towers and shelters, and taking measures to ensure that as many dangers as possible are negated before they become an issue.

Because causes tend to be things that are either very large in scale and scope, or they might not have an actual end point. And even if they do have an end point, it isn't likely to happen within the lifespan of the person who took up the cause... even if that person is an elf.

So ask yourself what kind of causes your character believes in, which ones they're willing to fight for, and which ones they want to see come to fruition. Some of those might be:

- Freedom from slavery
- Cures for known diseases (and the means to give them to the masses)
- Preservation of knowledge, history, and literature
- Protection of children
- Punishment of the guilty

The list goes on and on, but you get the idea. A cause is more than just an ideal where a character happens to think this or that is a good or noble endeavor; it should be something they are (at least in part) dedicated to. The reasons they are dedicated to it might be lofty, or they might be deeply personal, but all that matters is they can be moved based on their belief in a cause.

For example, your rogue might be a hard bastard who does nothing for free... but he believes children must be kept safe. In small ways, this could motivate him to help rescue young kidnap victims who are being held for ransom. In a bigger way, though, it might lead him to oppose entire faiths, or societal systems that rely on child soldiers, exploitative labor practices of the young, ritual sacrifice, etc. Do they do this because they have very few moral lines in the sand, but this is one of them? Is it because they were abused by a system of child labor, or because they were a "big brother" in a gang of street youths? Did they lose their own children to circumstances beyond their control, and they aren't willing to stand aside and let it happen to others?

There are all kinds of causes that can motivate people. Most people may only help in small ways, like donating money or supplies, allowing use of their home or property, or casting a vote... others, though, are willing to lay down their lives for what they believe in if that's what it comes down to. So take a moment and ask what cause your character believes in, and what lengths they would go to if it meant they were able to further that cause?

And if you're looking for some handy supplements to help fill in your backgrounds, I would strongly recommend picking up copies of 100 Questions To Ask About Your Characters, as well as 100 Dark Secrets!




Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, August 21, 2021

Remember That Characters Are Still Individuals

The human brain likes neat categories, and clear explanations of things. We like things to be neat and clean, and we have a thirst that often makes us see patterns even when they aren't there. And while this tendency can be useful in a lot of situations, it can often bite us when we're trying to make interesting, unique characters for our games.

Which is why this week I wanted to take a minute to remind folks of a very important thing that sometimes gets lost in the shuffle. Namely that while our characters might be part of a larger species, a particular culture, a given religion, they are still individuals. They are shaped by the forces of the game world, but they are not under an obligation to follow tradition if we don't want them to.

There are many knights, but none like me.

As always, for folks who want to stay on top of all my latest updates consider subscribing to my weekly newsletter. And if you want to help me keep the lights on and the wheels greased, you could also become a Patreon patron! Every little bit really does help.

Broad Strokes and Fine Lines


Let's take a moment and think about our lives outside of gaming for a second. All of us have dozens of labels that describe the groups we're part of, and the experiences that have shaped our lives. A person will have an ethnicity, a nationality, a religion (or lack thereof), and a place in a family structure of some kind. In addition to that there's the region they grew up in, what schools they attended, what social clubs or hobbies they've joined, what fandoms they're a part of, what kind of relationship style they prefer, and dozens of other factors that make up who we are as individuals.

And while we know these things about ourselves, we sometimes forget that the people around us are just as complicated, and formed by just as many experiences and forces as we are. Instead of seeing them as complex individuals made up of thousands of different facets, we reduce them to easily observable categories. Often we resort to stereotypes, seeing individuals as indistinguishable from a greater whole that they're part (or seem to be part) of.

A lot of the time these ways of thinking worm their way into our creative processes, and we end up with characters who are all broad strokes, and no fine lines. Characters that, a lot of the time, are actually pretty close to caricatures.

So just because I dress fashionably I'm automatically a Toreador? Foolish mortals.

You see perfect examples of this in the World/Chronicles of Darkness setting. Because Vampire, Werewolf, Changeling, and the other spheres all have sections in the books where we see the stereotypes of certain character options held both within their own culture, and when seen by outsiders. For example, in Vampire games the Toreador are typically seen as art snobs, concerned with fashion, appearance, and beauty above other factors. In Werewolf, the Get of Fenris are seen as warriors, but also as brutes who tend to be bull-headed and crass.

But those are just general, broad stereotypes. They're even listed as such in the book so that we know this isn't required, but it's flavor meant to inform.

These stereotypes aren't like a Nosferatu's physical and spiritual repugnancy; something that is an actual fact within the game world and which has its own mechanic to represent it. They're broadly held opinions... but opinions don't dictate how a character must act, or the experiences they've had. So if you wanted to play an ogre in a Changeling: The Lost game, the facts about your character are the ways you can spend glamour, and the contracts that come more naturally to you. You might be stereotyped as a dim-witted bruiser, but you could just as easily be a computer programmer, an investment banker, or a philosophy professor who, much like Plato, could power bomb people to win an argument if they so desired.

Separate Stereotypes From Facts


A useful exercise I've found is to wipe away everything that isn't a fact about a particular character, and to start from scratch when deciding what they must be, and what you can choose to make them. For example, it is a fact that orcs can see in the dark. It is a fact their bodies are physically more durable than humans (represented by the ferocity trait), and it might be a fact that a certain character has rending teeth because they have a bite attack.

But a lot of the other baggage that comes with playing an orc (that they're inherently violent, that they're savage, that they're evil, etc.) aren't necessarily facts because the rules don't state them as such for games like Pathfinder and more recent editions of Dungeons and Dragons. As such, these are not aspects you are beholden to, and you can often ignore, or plot around them in order to change your particular character and the path they're on. Once you know what facts must be included in their makeup (things that are often physical aspects of who and what the character is), you now need to go down that list of influences (culture, region, religion, history, profession, family, etc.) and ask how those things added to your character to make them who they are.

Whichever direction you choose to go in.

For example, you might have a royal family whose personal bodyguard is made up of orcs drawn from a particular clan as part of a political peace treaty. As such, your character has grown up with a sense of duty for their charge, but also with intense training to educate you not just on the ways of war, but the ways of the court so that you understand the ebb and flow of the rituals surrounding politics. This could lead you to hold certain prestige among the population, and even notoriety if orcs are treated like the Varangian Guard who watched over the emperors of Eastern Rome. It might also mean that you can never marry nor have children until you have left service, as there can be no divided loyalties.

And that's just scratching the surface when it comes to generating a character who seems to defy expectations. Not because they're a one-of-a-kind snowflake, but because their culture, life experience, and opportunities have shaped them into something different than what you may think of when someone says, "I'm playing an orc fighter/barbarian."

An Update: Species of Sundara Has Begun Releasing!


I had this topic on my mind because for the past few months I've been working on a new series of releases I'm calling Species of Sundara. Each of these will explore a player species in my Sundara: Dawn of a New Age setting, and attempt to break down the monolithic identities we usually assign to a given species (which happens to most, if not all, non-humans in fantasy RPGs).

The idea behind these splats is to create several different, broad cultures for each species, and to do away with things like racial languages in favor of more organic options. There will also be different varieties of each creature type, and the ability for players to customize their characters beyond simply playing the same old elf, dwarf, orc, halfling, etc.

And the first one is finally out!

The first installment in Species of Sundara talks about elves in this particular setting. There are five major cultures presented, along with their unique adaptations and changes, as well as getting to the heart of what makes elves so strange in Sundara. Not to spoil, but it's because elves are masters of altering themselves to suit their environment, meaning they can take on a huge variety of forms and evolutions in order to better suit their homes. And, since players always ask, elves in Sundara can conceive offspring with any sentient species... a byproduct of their mastery over their own forms, and the inherent magic inside of them.

For those who'd like to check this one out, this book is available both for Pathfinder Classic, as well as for Dungeons and Dragons 5th Edition!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat thriller Marked Territory, it's sequel Painted Cats, my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, August 2, 2021

What is Your Character's Hook? (A Method From The Know Direction Podcast!)

A lot of the time when we sit down to make new characters for an upcoming campaign it can be like trying to pick a particular duck to feed out of the flock that waddles up when they see you have grapes. There are so many ideas, and it can be hard choosing which one gets a treat this time. Is it going to be that evoker you've been tinkering with? Ragnar Wolfsbane, whose class you haven't quite decided on yet, but who punches werewolves to death with his silver hand? Do you pick a healer because you know your table, and you know no one else will step up to take that role? How do you choose?

Well, I was recently on the Know Direction podcast (which you should check out and subscribe to), and Ryan Costello gave us all a great, simple question we should always ask before we pick a duckling out of the bunch... what is this character's hook?


For those who want the full context of the conversation, the episode is linked above. And for those who notice I was a little rambly, well, I haven't been doing cons and events for over a year now... I've gone a bit feral, and sort of forgot how to people about 2/3 of the way through. Still, lovely show, professional hosts, and you should all check them out if you haven't already!

And before we get into the meat of this week's topic I wanted to remind folks to follow me on Twitter @nlitherl, consider subscribing to my weekly newsletter, and if you have the spare dosh for it, think about becoming a Patreon patron. A little help goes a long way!

Lastly, for those curious about the Pathfinder Tales story I talked about earlier on, go get your copy of The Irregulars today!

So What's Your Hook?


As Ryan points out, a hook is the thing that immediately makes your character interesting, useful, or best of all some combination of the two. Not only that, but your hook can be a mechanical trick, a fun story beat, or a little bit of both.

So think about your potential PCs as if you were making a movie. What about them is going to immediately make the audience invested in them, and what are they going to bring to this story?

A cyborg wizard/fighter? All right, I'm curious to see how you pull this one off!

As an example, look up at the intro paragraph. Ragnar Wolfsbane's hook (or his gimmick, if we were to think of the PC in terms of professional wrestling) is that he has a silver hand that he beats werewolves to death with. That is immediately arresting as an idea, particularly if it will have a similar effect in getting around the damage reduction of other creatures that will show up in your campaign. And whether you make him a Constructed Pugilist brawler (the basis I suggested for my Winter Soldier character conversion), a monk with a magical prosthetic, a ranger who specializes in fighting lycanthropes, a fighter archetype, etc., as long as the mechanics back up that hook, and that skill set is useful to this campaign, Ragnar is a shoe-in.

But what if you wanted to bring your evoker? It's a solid chassis for a character, but they're pretty plain as a character at this point... they lack a hook. So what are you going to add to them to give them that unique appeal?

For example, is your evoker a former soldier who's often mistaken for a fighter due to their sidearm and greatcoat? Or are they covered in tattoos and furs, looking more like a barbarian from the wilds? Perhaps they're unusual in their approach, mixing the traditions and styles of a dozen different schools together to create unique magics that are far more than the sum of their parts?

I've written about each of these in the Military-Grade Evoker, the Savage Wizard, and the Chaos Magician, respectively.

Alternatively, you might want to give them a mechanical hook. Whether it's being able to swap out the elements of certain spells (turning fireballs into lightning storms, lightning bolts into cold snaps, etc.), using metamagic feats to physically blast enemies back through the air, or any other unique rider onto your spells that other characters don't have. Whether you start out with story or mechanics, though, it's important to make sure you've got a balance of each of them to create an effective hook that can stand up on its own, and solidify your character firmly into the campaign.

Being interesting is important, but you need to make sure you're the right tool for the job. Otherwise you might just end up being a tool, and nobody wants to be the crowbar left off to the side because the job they're designed for isn't the job at-hand.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, January 9, 2021

What Cultural Norms and Etiquette Does Your Character Follow?

"Ummm... Tendrick?" Edelwinn said. "Can I talk to you?"

The aquiline man with the hawkish nose nodded, following his companion a few steps down the hall. She cleared her throat, glancing around to be sure no one would overhear.

"We're just going out into the town for business," she said. "Routine maintenance. Pick up some supplies. We don't want to make anyone nervous."

"No, of course not," he agreed, nodding. "Precisely why I left my shield and plate in my rooms. I should have no need of it here."

"But what about that?" Edelwinn asked, glancing at her taller companion's hip. The sword called Devil's Bane hung at his side, the gem in its pommel glimmering, and the violence spellworked into the steel almost palpable.

"Edelwinn, I am a sworn sword of the realm, and a son of House Ebon Claw," Tendrick said. He spoke carefully, though not insultingly. "It is customary to wear a blade at all times."

"There's nothing I can say to budge you on this?" Edelwinn said.

He smiled at her. "You could challenge me to a duel, and try to take it from me if you wish. I would honor that defeat."

"Fine, wear your steel if it makes you feel pretty," Edelwinn grumbled, stalking past him. "But I see that thing out of its scabbard someone had better damn well have tried to knife you!"

What do you expect me to do? Carry a stick like a common peasant?

Cultural Norms and Etiquette Add Depth To Characters


This is something I've been thinking about a lot over the past month or so, ever since I started doing the research to write How The Cane Replaced The Sword in Everyday Carry. Because carrying a sword in Europe was, for many years, as much a mark of status and style as it was about having a weapon to defend yourself with should the need arise. And then, practically overnight, it was no longer the fashionable thing to do. Instead of a sword, a walking stick became the new accessory that was part of one's everyday carry... and this was a trend that lasted for centuries!

From the outside looking in, that is a truly unusual quirk to have in a society for that long a period of time. Especially when you consider that over the years there was an entire etiquette built up around the style of stick one might carry, how one had to walk with it, whether it was or was not appropriate to actually lean on it in certain circumstances; it got really intricate.

This got me thinking, what other kinds of cultural norms and etiquette could add flavor to our characters and societies in our games?

I can drink neither the fermentation of grape, or of wheat... it's made of honey, you say?

On the one hand, we could simply pluck bits of our real-world history and apply them to our fantasy settings to create interesting cultural norms. For example, getting back to the history of walking sticks, specific sticks were used as symbols of position and authority in ancient Egypt, so someone carrying such a stick would be immediately recognizable to those around them. On the other hand, dueling culture is often something that's added into our settings, allowing individuals to settle differences in a proscribed (if not exactly peaceful) fashion.

You could also create completely new and unique cultural norms out of whole cloth for your characters and setting if you so desire! While I put out a lot of potential examples in 100 Superstitions For a Fantasy Setting as well as in 100 Fantasy Tattoos (And Their Meanings), others might include:

- The color red is only worn by warriors among the Shar'vastri orcs. The more battles they have fought, and the more blood they have spilled, the more of this color they are allowed to wear. It is rare for a warrior to live long enough to wear a full coat of red, but those who do achieve that right are to be feared.

- Flowers are their own language among the nobles of Citrine. Every bloom has its own unique meaning, but there are some of them which are strictly regulated to members of certain professions, classes, and even houses. Someone wearing the wrong flower, or arranging a bouquet purely for aesthetics, may find themselves sending a message they did not intend.

- The particular somatic and verbal components you use are judged in Farassa as elements of how elegant your magic is. Traditionalists only cast spells in high elven, with the smooth, elegant gestures that are almost like a dance. While replacing it with languages like Ignan may be appropriate for fire-based spells, using the common tongue is seen as gauche and uneducated. Casting spells in the tongue of the Veshradi orcs is outright scandalous, and marks one out as a base caster too crude for the ways of civilized magic.

Practically every aspect of a culture comes with its dos and do-nots. Whether it's how you address someone older or younger than yourself, how to dress, how to dance, when (and how) to fight... you can tinker with practically anything! So when you make your next character, take a moment to consider the culture that shaped them. What aspects of it cling to them? What norms have they laid aside? Or, for that matter, what pieces of etiquette have they learned from other cultures, allowing them to move between different worlds and communities with as few ripples as possible?

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat thriller Marked Territory, my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, April 4, 2020

What Are Your Character's Cultural Misunderstandings?

"This food, it's good," Grond said, tossing the rest of the bones onto his plate. They'd been seated on the higher tier, the fireplace off to one side to ensure they were warm. Filial had only managed to get Grond to dress his best with the promise of a hearty meal. He looked a little strange wearing fresh linen and a velvet doublet with his wild hair and scarred hands, but he was clean and presentable, which was a feat in and of itself.

"Didn't I tell you?" Filial asked, toasting his hulking companion with a wine glass.

Grond raised his glass, returning the toast, but rather than sipping he tilted his head back and drank deeply. The smile fled from Filial's face, but before he could say something Grond opened his mouth and let forth a deep, echoing belch that was just this side of a roar. Silverware clattered, and people stared, their eyes wide. Filial put his hand to his face, shame turning his ears red. Grond nodded, and picked up one of the last rolls, buttering it with his belt knife.

"The kitchens are far from here," he said, taking a bite of the bread. "I wanted to be sure the cooks knew of my appreciation."

Is something wrong, my friend?

Cultural Misunderstandings, Quirks, and Personalities


Everyone's unique perception of the world is colored by where, how, and by whom they were raised. While some of us are more cosmopolitan than others, we still have certain baseline behaviors and cultural taboos that we consider "normal" in our lives. Our characters are typically the same way. This often leads to cultural misunderstandings that can really bring across how different things are in a fantasy world, and make characters instantly memorable.


Most of us have done some spin on this at one point or another in our lives. Maybe you had a half-orc version of Crocodile Dundee, who took the most terrifying monsters and brutal hellscapes in their stride, and who was confused by the sheer panic and terror other party members reacted with. Maybe you played around with an elf who had exacting rules of decorum, and whose behavior could often seem strange or alien to those who have never studied the social structure of their home city. Perhaps it was a dwarven crusader with unusual grooming requirements as part of their oath, a tattooed mystic from a fringe school of sorcery, or someone who was raised by an evil cult and who has to unlearn the habits of their strange and brutal upbringing (check out my recent 100 Cults to Encounter if you're looking for inspiration on that front).

However, this is something I'd encourage us to do more of as players. Because even if we build in something as a joke, it can end up telling us a lot about a character, where they come from, and the way they see the world around them.

Making Misunderstandings That Work


The key to setting up a unique misunderstanding or cultural quick typically relies on something that is either unusual in the individual background, or which is different about how an individual character experiences the world. These things can be blatant or subtle, but the real trick is to make sure that that these misunderstandings are interesting or unique, and that they tell us something meaningful about the character.

Only one who has walked the peaks of Zhai Zho can bear such marks.
As an example of a cultural misunderstanding, say a character was raised deep in the blowing sands of the desert. Over the years the cultural norms evolved to say that people must keep themselves covered except when in the presence of friends and loved ones. This may have started out as a matter of practicality to avoid harm from sandstorms and the sun, but it's become ingrained in the society as a whole. So among those from this part of the world, long, flowing robes are common, and veils are often worn whenever one is in public. Someone who doesn't understand this culture may not understand that telling someone to show their face is the equivalent of demanding they undress in front of you, meaning they could give grave insult without intending it.

On the flip side of things, say a character comes from the frozen north where hot springs are often turned into communal bathhouses. Regular washing and grooming may be an intimate part of their culture, and as a byproduct of necessity nudity is not seen as shameful or even unusual in any way, shape or form. You could even take it to a Drax the Destroyer level of casualness, where the character finds southern notions of propriety and modesty to be strange and confusing.

Alternatively, you could ask what sorts of cultural norms develop around a character's inherent abilities, if they possess any. Does an elf rarely raise their voice, for example, because of how sensitive their people's ears are? Thus when they do actually shout, it's shocking to those who know them, and it lets people know they mean business. Does your dwarf tend to dress in shades of black and white, because in the hold they were raised in most people used their natural darkvision, so colors were never a part of a fashion motif? Perhaps this went even further, with intricate and broad-sweeping makeup and hairstyles marking one out by standing and profession that could be recognized from afar? Does your halfling, or by contrast a half-orc or a goliath, just not grasp a world built to a scale that doesn't fit them? Constantly ordering food, or drink, and being surprised or disappointed at the portion size they receive, or finding that room accommodations are never something they can take for granted? Or do they have their own norms for meals, or sleeping arrangements, that outsiders just don't understand?

While it's tempting to make these changes really big and really obvious (the fighter whose culture is to always grapple with a friend you haven't seen for some time to test each other's strength, the barbarian who comes from a tribe that states lingering eye contact is a challenge to one's rank, etc.), sometimes you can get just as much out of the smaller, subtler things that are unusual about a character's view of the world.

Do Not Set This Up To Be A Jerk


And now we play the ax-catching game, as tradition dictates.
As I said back in The Dangers of The Phrase "I'm Just Playing My Character", it's important to remember that you are directly responsible for everything that goes onto your character's sheet, and all the things they think, say, do, or believe. So while it's entirely possible for you to make a character who considers any slight an occasion to begin a duel to the death, that doesn't excuse you from constantly going around and attacking anyone who takes the piss out of you. It still makes you look like a jerk, because you tried to design a quirk that demanded your character make everyone else's life difficult.

Now, to be clear, a character who is willing to duel for their honor with those who've slighted them is a fun little background tidbit. Especially if that character has something of a reputation as a duelist, and if you use the threat sparingly, or only when it's warranted. But just as with any other quirk, or unusual bit of cultural difference, think about whether it's going to add to the story, or take away from it. Because if you're constantly throwing a monkey wrench into the game and justifying it with, "Well, that's the way they were raised," that is going to get really old really fast.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, January 27, 2020

5 Supplements For Players Looking For Character Inspiration

Folks who frequent my page know that, in addition to running this blog, I also work on a lot of other gaming projects. Most of those, though, are aimed at dungeon masters. Stuff like 100 NPCs You Might Meet at a Tavern, for example, of the DND 5th Edition one shot The Curse of Sapphire Lake.

You know you're curious, now.
However, I've put out a lot of content over the past year and change that is also useful for players who are looking for a bit of inspiration to spice up their characters. So if you've been looking for some unique flair to add to your PCs, I'd recommend checking out some of the following to get your creative juices flowing.

#1: 100 Fantasy Bands



I call this next one, "Hope You Roll an 18 on Your Save"!
This was one of my most recent releases, and it's still fresh enough that it hasn't even hit Copper status yet, but 100 Fantasy Bands is a collection that's full of the weird, the wild, and the bizarre in the world of entertainment. And while it's useful for all the bards and skalds out there, no doubt, there are tie-ins for a variety of character concepts.

If your character is the party muscle, were they security for a controversial band like Devil's Bargain? Or were they a part of The Wall for a time when they left the service, performing in parades and similar events with other veterans? Did your spellcaster provide special effects for some of these traveling shows? Or do they just like music, and as such they keep track of who's coming up from the underground scene on their travels and adventures?

All sorts of possibilities in this one!

#2: 100 Random Mercenary Companies


You looking for iron, friend?
 Being a mercenary is one of the most common character backstories in an RPG, but it rarely gets more development than that. 100 Random Mercenary Companies provides all sorts of free companies your character could have been a part of, and which will affect everything from your reputation, to whether you made enemies when you left your fellows in arms.

Whether your character fought for the black-armored Harbingers of Sorrow to try to fill the void after a personal loss, or they skulked through the underbrush and back alleys as saboteurs for the Eyes of Karesh, there are all sorts of unique companies that require a number of talents. There are even mercenary companies that specialize in magic, from the destructive capabilities of the Acolytes of Arannis, to the Coven and their ability to foretell the omens for coming battles.

If your skills are for sale, it pays to know who trained you, who you've fought with before, and whether that unit is respected, feared, hated, or some combination of those things.

#3: 100 Knightly Orders


My steel, my oath, my life.
 For those who want to dedicate their steel to a cause nobler than their own purse, 100 Knightly Orders is an ideal place to find inspiration. Whether you're common born or of noble stock, and whether you fight for valor, glory, honor, or reputation, there's likely an order that will fit your character's needs.

From the gray-cloaked members of the Grave Wardens who ensure the dead pose no threat to the living, to the Heralds of War who are always the first to sound the charge in any battle, these orders provide a solid background for characters who want to be part of something greater than themselves. Or who, in some cases, want to set being inducted into such an order as a goal of their character progression. And it's not just for the martial characters, either, with organizations like The Eldritch Order of The Ivory Hand, as well as the Masters of The Unbreakable Chain providing plenty of room for wizards, sorcerers, witches, and summoners to join their ranks.

#4: 100 Gangs For Your Urban Campaigns


And just how did an adventurer like you wind up down here on my block?
 Perhaps only slightly less common than sellswords when it comes to character professions are thieves, scoundrels, legbreakers, and assassins. And if you're looking for a way to flesh those characters out, then 100 Gangs For Your Urban Campaigns has got you covered, and then some!

From the confederacy of small gangs that rose to prominence in the form of the Rat Kings, to the Gilded Lilies of the pleasure districts, there's a gang for nearly every criminal specialty you could imagine. And if there aren't quite enough for you in that collection, then you'll find additional allies, inspiration, and crews you could use in both 100 Random Bandits to Meet, as well as in the nautical-themed 100 Pirates to Encounter. From plague-ships captained by dark necromancers, to former soldiers banding together to take back what's theirs from the nobles who taxed them off their lands, there's quite a variety to choose from, here.

#5: A Baker's Dozen of Noble Families


Honor to your house, shame to your enemies.
 Noble characters are already tough to play (one reason that 5 Tips For Playing Better Noble Characters is one of my most popular guides), but it helps if you don't have to do all of the heavy lifting on your own when it comes to the details of this character's family and lineage. That's where A Baker's Dozen of Noble Families comes in.

Unlike the previous entries on this list, the Baker's Dozen does a fairly deep dive on 13 potential noble families. From the backwater swamp folk of the Dredger clans who were raised to nobility for their help in a war, to the monster hunting warriors of the Silvers, each description provides a history, colors, style, and heraldry. So if you're looking to play a noble character, each of these should give you more than enough details to get you started along that path without breaking too much of a sweat.

And if you're looking for further inspiration, as well as for friends, rivals, family, or just fellow members of your social caste, then 100 Nobles to Encounter should make a handy companion supplement.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you found these suggestions useful!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, August 24, 2019

Using The Limiting Bolt In Your Games

Roleplaying games, by-and-large, move in a linear fashion. Your characters will overcome obstacles, fight enemies, gain XP, and increase their powers. Whether they gain levels, or buy their abilities piecemeal the way you do in non-level-based game, characters tend to start small, and grow tall. It's because of this that so many PCs start as newly-minted graduate wizards, farm boy heroes, and street-level toughs... because what else could they be?

For those who want to try something different, there is a method I mentioned back in Your Story Doesn't Have To Be Linear (Even If Your Levels Are) that I wanted to talk about today. Something that most readers will be familiar with, even if they don't know it by this name. I call it the Limiting Bolt.

And if you haven't seen this show, what have you been doing with your life?

For those not familiar with the above image, it's a shot from Farscape. The character on the left is Ka D'Argo, a Luxan. Luxans are huge, physically powerful, tough, capable of falling into berserker rages, have a venomous tongue that can punch through your head, and can scent out their target. And D'Argo boasts a sword that also fires energy blasts, so he hits all the marks of a badass character. However, note the rings fitted into his collarbones. Those rings had a chain run through them, and that was one thing that kept him in check. An attempt to break the chains would also snap his own bones, killing him. While he still had his physical abilities, those rings bound and limited him as long as there was still a chain through them.

That is what I mean by a Limiting Bolt. It is something that, for narrative purposes, limits a character's full power and potential until the narrative moment comes for that roadblock to be removed. Because mechanically your character might just be leveling up and gaining access to new powers for the first time... but if you've wanted them to have been a badass this whole time, then one of the simplest ways is to simply introduce a Limiting Bolt that was keeping a hand tied behind their back.

Don't Be Afraid To Get Creative With It


Limiting Bolts come in a wide variety of shapes and sizes. Some of them are physically implanted, some of them are inked or burned onto someone's skin, and others are literal limiting pieces of gear that are bound to the character. In some cases a Limiting Bolt might actually be a curse the character struggles under, a geas that holds back their full potential, or it could be an affliction that saps their strength and powers.

It's entirely up to you, and the DM you're asking to approve your mechanism, what form it takes. As long as the Limiting Bolt is a real force that affects your character, and you have to struggle against it to get some of your power back, then it should serve.

It may be as simple as proving your worth all over again.
 
For additional examples of Limiting Bolts you might want to try out, consider some of the following.

- Korak Vars was one of the strongest of the Bone Crunchers. It was why this orc raider survived the battle with the demon Vasanthis. Though he lived, the demon's blood and infernal weapons siphoned away much of his strength. Its corruption left his veins blackened, and reduced him to a shell of his former self. Still a skilled warrior, he is no longer capable of the legendary feats he could have easily accomplished before that fight.

- The Dread Evoker Lianaran Kasatherwithe was a terror to behold, able to raze entire armies to their boots with a wave of her hand. Though she was slain by the sorcerer Philianor, she was reincarnated into another form. Though life flows through her again, her mind feels foggy, and her fingers clumsy. She still knows names and dates, faces and lore, but there are blank spots. Dark places in her own mind that she has yet to truly unlock that she's sure contain her real power.

- Harshwen Godslayer burned with the blood of the heavens, searing the flesh of demons that would touch him. They could not slay him, but they could lock away the powers of his forebears, cutting him off from his own blood. Cold iron script tattooed onto his hands, his feet, his face, and across his back and chest, stripped from him the blessings of his god and his line, making him mortal... for all intents and purposes. While still a potent warrior, able to summon holy lights to heal allies and harm his foes, he is a lantern with a hood dropped over it. As the iron curses burn away, though, his powers begin to return to him.

No matter which version of this trope you end up using, it's important for your character to have an existing reputation that the Limiting Bolt undermines. Whether you were a great champion, a powerful spellcaster, or a deadly assassin, make sure you give clues to who you used to be so that others can figure out who your character is... or, rather who they were. More details on how to do this in Character Reputation in RPGs: The Small Legend.

Making Limiting Bolts Work in Your Game


The key to a Limiting Bolt is that you need to know specifically what capabilities of your character it limits, and how you need to overcome them. Because mechanically the answer is, "Gain XP, level up, get one step closer to the heinous badass your backstory says you were," but you should have some idea of what you need to do in order to remove the story constraint you've put on yourself.

If you were cursed, then have the curse break away in layers at dramatic moments. If you dishonored yourself before your god, show their favor returning in small ways over time (you can even combine this one with the previous suggestion, if you wish to). If you were poisoned, or succumbed to some disease, show yourself getting better in some way. Even if it's something like, "Being struck by the searing sword named Creatial seems to have burned away some of the contagion within you." If you acquired that weapon, this could be a way to more strongly story-bond your PC to it. Because sure, it's just a +1 flaming burst scimitar, but it's part of your story now.

This is the point where you should really work with your DM. Because some Limiting Bolts just come off at story appropriate moments (you slay a potent demon, and the curse of the Thousand Hells grows a little lighter on your shoulders, for example), and sometimes you have to do specific things (seek out the Guardian of Gwydion and have her anoint your brow as proof of your sincerity). Both are workable, and while the second one can often act as a driving force for your PC to go do things, it also requires more hands-on efforts from the DM.

Make sure your DM is willing to work with you on that, and ensure that your story of overcoming your limitations isn't going to constantly overshadow what the rest of the party is doing... unless, that is, you all have a similar Limiting Bolt, and you're all trying to overcome it!

Additional Reading


If you're looking for some useful reading that might get your ideas flowing, consider the following:

- 100 Random Oracular Pronouncements: Small pieces of lore and predictions of the future, this collection is filled with ominous portents that could easily be a part of curses and geases.

- 100 Unusual Aasimar: Whether individuals who can provide heavenly blessings, break portions of curses, or tell someone how to remove the taint of a fallen blade, these NPCs are handy to have around for dealing with Limiting Bolts.

- 100 Tieflings To Meet in Your Travels: For those walking the left hand path, tieflings often have forbidden knowledge that can be quite useful. How to break fell pacts, undo demonic curses, or to snap infernal bindings are things many of the NPCs in this collection may know just how to do.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used this tactic successfully in your games why not leave a comment below?

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, August 3, 2019

The Returned

"Well I'll be damned," Retch Watkins said, putting down his bottle and leaning back from the bar. "Rena Gulch, as I live and breathe."

Every head in the room turned toward the door. The woman standing there was tall and angular, with narrow shoulders and high cheekbones. Her eyes burned green, and a white lock of hair laid against her cheek. She seemed different now, though. A stranger in a familiar place, and as she stepped forward there was an unusual smell that came with her. The scent of something burnt, wafting off her dress. On her chest, just above her neckline, was a puckered scar that looked shiny; a wound cauterized by fire.

"Surprised to see me, Retch?" she asked in that sweet voice she'd always used when she was angry. "I'd be surprised, someone I left bleeding in a ditch came back to wish me well, of an evening."

Watkins had his hand near the butt of his ugly, hatchet-bladed dagger when Rena barked a single, harsh word. She flicked back her rain-spotted cape, and black fire burst forth from her palm. It snatched hold of Watkins, wrapping around him like an ardent lover. He tried to scream, but the black flames poured into his mouth, forcing their way down his throat. His eyes bulged from their sockets, then burst as his skin cracked, and fat ran down his shriveling cheeks.

"You'll be damned, indeed," Rena said as the corpse flopped onto its belly, twitching as the last vestige of life bled out of it. "Don't worry. I kept a spot warm for you."


You're curious about what hell's like, aren't you? Go on, then, ask me.


The Returned


Resurrection is a regular part of many games, but too often we just treat it as a fact of life. Someone dies, you pay a certain amount of gold and diamond dust to a priest, and then wait while they conduct the ritual to bring your companion back from beyond. You heal them, tip your hat to the cleric, and then you're on your merry way.

However, death is one of those things that should have an impact on your character. And for the Returned, that death is a large portion of who they are now, and it's often where they draw their power and their purpose from.

Each of us owes a death... mine's currently in collections.
 
For example, your Returned might have died near an ancient ritual site, and the latent magic of that place soaked into their empty vessel, resurrecting them unexpectedly. Or perhaps they were about to breathe their last, when the potent necromancies of an unquiet boneyard filled their lungs. Both of these would be ideal ways to explain a sorcerer's bloodline or an oracle's curse, and I touched on options similar to this in 5 Tips For Playing Better Sorcerers and 5 Tips For Playing Better Oracles respectively.

Sometimes, though, the Returned doesn't come back by sheer happenstance. They might make a bargain with some outer power, or be saved by a guardian spirit. This is a common explanation for were warlocks and witches might get their powers, and form their pacts (mentioned in 5 Tips for Playing Better Warlocks and 5 Tips For Playing Better Witches in case you're curious), but it is by no means limited to characters of a magical bent. Barbarians with fiendish totems may have acquired those powers by dying and accepting some kind of bargain with an evil outsider to act as their vessel, and common folk living good lives may find themselves touched by the celestial, arising as paladins when they open their eyes once more.

While not all Returned come back from the other side with strange powers, all of them come back with a purpose, and a Tell.

Why Don't The Dead Lie Still?


Death isn't something you can just shake off like the damp after the rain. It leaves its mark on you, and clings to you. Sometimes it holds in subtle ways, and sometimes in more vulgar ones, but those who've seen the other side carry signs, if you know what to look for. That's the Tell.

I keep telling you, boys, you can't keep a bad man down.
 
Sometimes the Tell for a Returned is subtle. A puckered scar over the wound that killed them that can easily be hidden by a jerkin or armor. Even a rope scar from where they were hung could be covered with a neckerchief. Other Returned have harder Tells to hide, though. Hair that's gone bone white, eyes that seem sightless, skin that looks drawn, or which is too cool to the touch. The lingering smell of ashes or grave dirt, or just an unnatural aura that lets people know they've been touched by the back side of hell's left hand.

The other thing that a Returned comes back with is a purpose.

Death is a great weight to shift, and those who have nothing tying them to the material plane often find it's easier not to struggle back to the world. While some Returned may be made by accident due to dying in strange locations, or subject to certain rituals, those are the exceptions that prove the rule. Which is why you need to know what motivated your Returned to climb up out of their grave.

For some, the answer is simple. They lived a life that led them to hell's doorstep, and they are trying to do anything they can to avoid that fate. A Returned might take a devil's bargain to return to life, deciding it's better to be the right hand of a devil than to stand beneath its whip. Others might swear oaths with their dying breaths, calling out to celestial spirits to save them, pledging themselves to the cause of good to try and wipe out the harm they'd done.

Other Returned may have more worldly motivations for refusing to embrace death when it comes for them. Some might be driven by a thirst for vengeance, willing to make any bargain, or grasp any hand if it means they don't go down into the final dark alone. A Returned might fear for the safety of their friends or loved ones, or have oaths that have gone unfulfilled that drag them back from death. Particularly oaths sworn in the service of powerful gods, or inscrutable fey lords, for there are some duties that are stronger than death.

Incidentally, if you're looking for potent foes to swear vengeance on, or just scoundrels to trade places with on death's list, then you might want to check out 100 Random Bandits to Meet, as well as 100 Pirates to Encounter, and 100 Prisoners For A Fantasy Jail.

And, of course, my character conversion for Ghost Rider might peak your interest, if you're looking for one of the most infamous characters who could fit into the mold of The Returned.

What Did You See?


I mentioned this in Fun With Raise Dead, Resurrection, and Reincarnation (in Pathfinder) a while back, it bears repeating for this concept. If your character died, what did they experience on the other side? How much, if any, do they remember? And did that experience alter them in a fundamental way?

As a for-instance, was a few moments in hell enough to cause a lifetime buccaneer to change their ways, and to turn them into a force for good? Was a single glimpse of paradise enough to make someone fight all the harder to prove they deserved to enter that realm? Do they remember empty darkness, burning, or just a cold nothingness that makes them shiver every time they think about it?

Being dead is a big deal. No one knows that better than the Returned.

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, May 4, 2018

Did Your Character Have A Former Life?

The tavern was thick and smoky when the Gallows Hunters arrived. Talk trailed off, and the patrons watched them approach the bar. Harald kept wiping down the bar not looking up until Galstag the Grave rested his hands on the mahogany.

"What can I get you all?" Harald asked, stuffing his rag in his apron and folding his arms.

"We need you to come with us," Galstag said.

"Why's that?" Harald asked, tugging at his thick beard.

"We're making for the Inoch Valley," Galstag said.

"Wish you luck." Harald tugged his beard a little harder, a nervous tic rarely seen by those who came to his bar. "Want a bottle for the journey?"

"You owe me," Galstag said, leaning in a little closer. "I wish there was another way, my friend, but I need you for this."

"What do we need him for?" Dornier asked, leaning back against a statue of a beautiful woman. "Cooking our meals on the trail?"

Harald turned his head toward Dornier, and spoke a single, harsh word in a language none of them had ever heard before. Dornier's eyes went wide, and filled with darkness. He screamed, falling to the ground and clutching at his face. Harald took off his apron, and stepped around the bar. He hadn't changed, but there was something different about him. Something that made the patrons draw back, like dogs sensing a wolf.

"My debt is paid after this," Harald said, waving a hand to dismiss the spell that had stolen Dornier's sight. "And I never want to see you in my bar again."


There's a reason we go to taverns looking for adventurers, after all.


Who Were You, In Your Old Life?


With some characters, what you see is what you get. Bethal Yarr is a militia sergeant looking to find a higher place in this world. Cornell Hardwick is a graduate of the prestigious Acadamae Arcane, and looking to make a name for himself. Sechel Darne is a Sister of the Healing Hand. But what if they had been someone else, before we met them? A notorious burglar, a mob enforcer, a noble scion, or something else entirely?

As character tropes go, this is one we see all over. Perhaps the most famous example of it is when Strider turns out to not just be a long-lived ranger, well-known for his deadliness, but the last of a line of kings who could bring greatness back to the land. But we also see it in the film Solomon Kane, where the main character tries to leave his life of piracy and brutality behind in order to become a man of peace. We see it in Star Wars with "old Ben" who's trying to lead a simple life after the fall of the Jedi, and it's a background fact that Alfred Pennyworth was once one of the most dangerous men in the British army.

Then, for real life examples, there's Sir Christopher Lee.
If you want to have a character who had a past life, there are two major ways you could play it. The first is the retired badass, who's been out of the game long enough that they're back down to level one mechanically. To everyone else they're just old Jeb, but to those who remember, he was once Jebidiah Blackwater, the Terror of Butcher's Bay. While the old pirate might not have all of his swagger left, he has probably forgotten more about being a buccaneer than anyone else in the party knows.

Alternatively, there are characters who took a side-step from their old life into their new one. The Iron Fist, for instance, was a brother of the Three Streams Monastery. He was a champion-at-arms, there, and he'd won several tournaments before the order disbanded. While he still carries the sacred tattoos, and the bloody knuckles of his trade, now he's a fighter for the Hatchetmen, defending the gang's claims in the southern part of the city. While someone might be able to identify him from his style, or from his body art, it would be hard to believe someone in such a noble position would fall into a den of thieves.

How Does Your Secret Affect Your Story?


The fun of playing a character with a former life is that there's a secret kept between you and the DM (and possibly another player, if your PCs have ties in the old days). However, unless that secret is going to come out in a meaningful way at some point, you won't get as much punch out of this idea as you otherwise might. So, before you go this route, sit down with your DM and lay out who are are, who you were, and what effects you can expect to get away with as a result of your story.

"We need access to restricted medical resources." All right, give me a sec to make a call...
As a for-instance, say you're playing a paladin. Just your standard, lawful-good, boring old paladin. But what if the character was born and raised in a death cult to be the exact opposite of that, and it was only through accepting an atonement spell that he became what he is? Cool story, bro, but what does that have to do with this adventure? Well, nothing if you're just fighting dragons and trying to save a town from kobolds. But if that death cult is the campaign's primary enemy, or the paladin has a reward out for the deeds he committed under his old name, then those factors could influence the game. Whether it's using his former identity as a way to sneak into a stronghold, or having to deal with bounty hunters coming after the party for being associated with such a stone-cold killer, it adds flavor to the ongoing story.

Whether you're a war criminal who's one wrong recognition away from the gallows, or a princess who could get the party out of hot water, it's important that your story has some bearing on the campaign. Otherwise your big reveal will leave people going, "Okay... what was that all about?"

If you like this idea, I'd also recommend checking out The 1st Level Badass. Or, if you'd like to see a story of this concept in action, go take a look at The Ballad of Baldric Brimstone, starting with Don't Ever Field A One-Eyed Dragon.

That's all for this week's Fluff installment. I hope it got some wheels turning regarding new character concepts! If you'd like to see some more work from yours truly, head over to my Vocal archive, or take a look at the YouTube channel Dungeon Keeper Radio where I get together with fellow gamers to make videos about DM tips, player strategy, and fun stuff in the world of Evora. To stay on top of all my releases, follow me on Facebook, Tumblr, and Twitter. And, if you'd like to support Improved Initiative, then please head over to The Literary Mercenary's Patreon page, or just Buy Me A Ko-Fi! It's much appreciated, and there's some thank you swag in it for you, as well.