Character Development

= Description/Personality = A character's description and personality is best represented by a character’s key physical characteristics, dress and atmosphere, since these are details relayed through first impressions. Key characteristics can include bright/unusual hair or eye color;  being extremely tall, wide, short or lithe; noticeable scars, tattoos or birthmark. Dress includes armor and accessories (cloak, jewelry, badges, backpack, satchel and belts) as well as cosmetic effects, such as makeup or skin paint. A character’s atmosphere is defined by how a character holds themselves, how their personality takes physical presence (twitchy, watchful, militaristic, calm, slack, distracted or annoyed).

= Backstory/Quest = A character’s backstory and quest help create stable grounds for roleplay and opportunities for a character to interact with the world in a unique manner. Backstories need to be well defined, but not obsessed over. An easy way of creating a fast backstory is to latch onto a memorable concept (stolen from a story or cliche), then throw in a twist (stolen from another story or cliche).

A quest is your character’s goal for the future, which strongly revolves around a character’s values and ideals. Just like a backstory a quest doesn't’ have to be original, it needs to be strong (strong enough for your character to be driven to pursue). Part of the quest is measuring the involvement of allies within the quest. Sometimes convincing/tricking allies to help can accomplish a goal more quickly. The goal of the quest is give opportunities to draw attention to the character.

= Weakness/Secret = A character’s weakness or secret is an aspect of the character that they would normally wish to keep hidden from their allies. This secret needs to be compelling enough that it would change the dynamic of interaction created among allies.The greater the effect on the dynamic the better; fears, family and fanaticism only grow more impactful the more emphasized and uncomfortable the weakness is. This weakness is a tool for the player and the GM to make an obstacle for the character, to give the opportunity for them to grow in depth as they find ways to overcome.

= “Alignment” = Recommended: Select Two

“Alignment” in Gun Sword is designed to help the player decide what their character would prioritize in their decision making process. A Character is allowed to change their “alignment,” however, consider why this change would be occurring, rather than doing so out of convenience. Is the character the type whose personality is easily altered by those around them? Has the character come to a realization about their personality that they dislike? Take advantage of “alignment” find a way to translate it’s straightforward nature.