You’re chubby? You’re a cutie
You’re skinny? A cutie
V tall? So cute
Short? Also cute
Stretch marks? Acne? Freckles? Adorable
Honestly I’m here to settle things that no matter what “flaws” you perceive about yourself that you are indeed an absolute cute and magnificent work of art 💕
Erratic - Deviating from the customary course in conduct or opinion;
eccentric: erratic behaviour. Eccentric, bizarre, outlandish, strange.
Fanatical - Fanatic outlook or behaviour especially as exhibited by
excessive enthusiasm, unreasoning zeal, or wild and extravagant notions
on some subject.
Fickle – Erratic, changeable, unstable - especially with regard to affections or attachments; capricious.
Fierce - Marked by extreme intensity of emotions or convictions; inclined to react violently; fervid.
Finicky - Excessively particular or fastidious; difficult to please;
fussy. Too much concerned with detail. Meticulous, fastidious, choosy,
critical, picky, prissy, pernickety.
Fixated - In psychoanalytic theory, a strong attachment to a person
or thing, especially such an attachment formed in childhood or infancy
and manifested in immature or neurotic behaviour that persists
throughout life. Fetish, quirk, obsession, infatuation.
Flirt -To make playfully romantic or sexual overtures; behaviour intended to arouse sexual interest. Minx. Tease.
Gluttonous - Given to excess in consumption of especially food or drink. Voracious, ravenous, wolfish, piggish, insatiable.
Gruff - Brusque or stern in manner or appearance. Crusty, rough, surly.
Gullible - Will believe any information given, regardless of how valid or truthful it is, easily deceived or duped.
Hard - A person who is difficult to deal with, manage, control, overcome, or understand. Hard emotions, hard hearted.
Hedonistic - Pursuit of or devotion to pleasure, especially to the pleasures of the senses.
Hoity-toity- Given to flights of fancy; capricious; frivolous. Prone to giddy behaviour, flighty.
Humourless - The inability to find humour in things, and most certainly in themselves.
Hypocritical - One who is always contradicting their own beliefs,
actions or sayings. A person who professes beliefs and opinions for
others that he does not hold. Being a hypocrite.
Idealist - One whose conduct is influenced by ideals that often
conflict with practical considerations. One who is unrealistic and
impractical, guided more by ideals than by practical considerations.
Idiotic - Marked by a lack of intelligence or care; foolish or careless.
Ignorant - Lacking knowledge or information as to a particular
subject or fact. Showing or arising from a lack of education or
Impatient - Unable to wait patiently or tolerate delay; restless. Unable to endure irritation or opposition; intolerant.
Impious - Lacking piety and reverence for a god/gods and their followers.
Impish - Naughtily or annoyingly playful.
Incompetent - Unable to execute tasks, no matter how the size or difficulty.
Indecisive - Characterized by lack of decision and firmness, especially under pressure.
Indifferent - The trait of lacking enthusiasm for or interest in
things generally, remaining calm and seeming not to care; a casual lack
of concern. Having or showing little or no interest in anything;
Infamy - Having an extremely bad reputation, public reproach, or
strong condemnation as the result of a shameful, criminal, or outrageous
act that affects how others view them.
Intolerant - Unwilling to tolerate difference of opinion and narrow-minded about cherished opinions.
Judgemental - Inclined to make and form judgements, especially moral
or personal ones, based on one’s own opinions or impressions towards
others/practices/groups/religions based on appearance, reputation,
Klutz - Clumsy. Blunderer.
Lazy - Resistant to work or exertion; disposed to idleness.
Lewd - Inclined to, characterized by, or inciting to lust or
lechery; lascivious. Obscene or indecent, as language or songs;
Liar - Compulsively and purposefully tells false truths more often than not. A person who has lied or who lies repeatedly.
Lustful - Driven by lust; preoccupied with or exhibiting lustful desires.
Masochist - The deriving of sexual gratification, or the tendency to
derive sexual gratification, from being physically or emotionally
abused. A willingness or tendency to subject oneself to unpleasant or
Meddlesome - Intrusive in a meddling or offensive manner, given to meddling; interfering.
Meek - Evidencing little spirit or courage; overly submissive or
compliant; humble in spirit or manner; suggesting retiring mildness or
even cowed submissiveness.
Megalomaniac - A psycho pathological condition characterized by delusional fantasies of wealth, power, or omnipotence.
Naïve - Lacking worldly experience and understanding, simple and
guileless; showing or characterized by a lack of sophistication and
Nervous - Easily agitated or distressed; high-strung or jumpy.
Non-violent - Abstaining from the use of violence.
Nosey - Given to prying into the affairs of others; snoopy. Offensively curious or inquisitive.
Obsessive - An unhealthy and compulsive preoccupation with something or someone.
Oppressor - A person of authority who subjects others to undue
pressures, to keep down by severe and unjust use of force or authority.
Overambitious - Having a strong excessive desire for success or achievement.
Overemotional - Excessively or abnormally emotional. Sensitive about themselves and others, more so than the average person.
Overprotective - To protect too much; coddle.
Overzealous - Marked by excessive enthusiasm for and intense devotion to a cause or idea.
Pacifist - Opposition to war or violence as a means of resolving disputes. (Can double as a merit in certain cases)
Paranoid - Exhibiting or characterized by extreme and irrational fear or distrust of others.
Peevish - Expressing fretfulness and discontent, or unjustifiable
dissatisfaction. Cantankerous, cross, ill-tempered, testy, captious,
discontented, crotchety, cranky, ornery.
Perfectionist - A propensity for being displeased with anything that is not perfect or does not meet extremely high standards.
Pessimist - A tendency to stress the negative or unfavourable or to take the gloomiest possible view.
Pest - One that pesters or annoys, with or without realizing it. Nuisance. Annoying. Nag.
Phobic – They have a severe form of fear when it comes to this one thing. Examples: Dark, Spiders, Cats
Practical - Level-headed, efficient, and unspeculative. No-nonsense.
Predictable - Easily seen through and assessable, where almost
anyone can predict reactions and actions of said person by having met or
known them even for a short time.
Proud - Filled with or showing excessive self-esteem and will often shirk help from others for the sake of pride.
Rebellious - Defying or resisting some established authority, government, or tradition; insubordinate; inclined to rebel.
Reckless - Heedless. Headstrong. Foolhardy. Unthinking boldness, wild carelessness and disregard for consequences.
Remorseless - Without remorse; merciless; pitiless; relentless.
Rigorous - Rigidly accurate; allowing no deviation from a standard; demanding strict attention to rules and procedures.
Sadist - The deriving of sexual gratification or the tendency to
derive sexual gratification from inflicting pain or emotional abuse on
others. Deriving of pleasure, or the tendency to derive pleasure, from
Sadomasochist - Both sadist and masochist combined.
Sarcastic - A subtle form of mockery in which an intended meaning is conveyed obliquely.
Sceptic - One who instinctively or habitually doubts, questions, or disagrees with assertions or generally accepted conclusions.
Seducer - To lead others astray, as from duty, rectitude, or the
like; corrupt. To attempt to lead or draw someone away, as from
principles, faith, or allegiance.
Selfish - Concerned chiefly or only with oneself.
Self-Martyr - One who purposely makes a great show of suffering in
order to arouse sympathy from others, as a form of manipulation, and
always for a selfish cause or reason.
Self-righteous - Piously sure of one’s own righteousness;
moralistic. Exhibiting pious self-assurance. Holier-than-thou,
Senile - Showing a decline or deterioration of physical strength or
mental functioning, esp. short-term memory and alertness, as a result of
old age or disease.
Shallow - Lacking depth of intellect or knowledge; concerned only with what is obvious.
Smart Ass - Thinks they know it all, and in some ways they may, but
they can be greatly annoying and difficult to deal with at times,
especially in arguments.
Soft-hearted - Having softness or tenderness of heart that can lead
them into trouble; susceptible of pity or other kindly affection. They
cannot resist helping someone they see in trouble, suffering or in need,
and often don’t think of the repercussions or situation before doing
Spiteful - Showing malicious ill will and a desire to hurt;
motivated by spite; vindictive person who will look for occasions for
Spoiled - Treated with excessive indulgence and pampering from
earliest childhood, and has no notion of hard work, self-care or money
management; coddled, pampered. Having the character or disposition
harmed by pampering or over-solicitous attention.
Squeamish - Excessively fastidious and easily disgusted.
Stubborn - Unreasonably, often perversely unyielding; bull-headed. Firmly resolved or determined; resolute.
Superstitious - An irrational belief arising from ignorance or fear
from an irrational belief that an object, action, or circumstance not
logically related to a course of events influences its outcome.
Tactless - Lacking or showing a lack of what is fitting and considerate in dealing with others.
Temperamental - Moody, irritable, or sensitive. Excitable, volatile, emotional.
Theatrical - Having a flair for over dramatizing situations, doing things in a ‘big way’ and love to be ‘centre stage’.
Timid -Tends to be shy and/or quiet, shrinking away from offering
opinions or from strangers and newcomers, fearing confrontations and
Tongue-tied - Speechless or confused in expression, as from shyness, embarrassment, or astonishment.
Troublemaker - Someone who deliberately stirs up trouble, intentionally or unintentionally.
Unlucky - Marked by or causing misfortune; ill-fated. Destined for misfortune; doomed.
Unpredictable - Difficult to foretell or foresee, their actions are
so chaotic it’s impossible to know what they are going to do next.
Untrustworthy - Not worthy of trust or belief. Backstabber.
Vain - Holding or characterized by an unduly high opinion of their
physical appearance. Lovers of themselves. Conceited, egotistic,
Weak-willed - Lacking willpower, strength of will to carry out one’s decisions, wishes, or plans. Easily swayed.
So I saw someone ask a question that I myself have asked before. I have seen the problem take place all the time with no one really knowing what the problem is and whether or how to fix it. That question was:
How do I make a character that I won’t get bored with?
I have often seen people make characters that seem really cool and badass and have plenty of backstory and are incomparably unique. Yet, they will get bored of it after a session or two and want to kill off their special character to make a new one. This will go on with people making new characters and never getting attached to one. The solution to the problem is complex with many intricacies, but the main focus of the problem for many people, I think, is that their character has no story.
Creating a Character with a Story
A story, when referring to a character, is how that character changes over time; their character arc. D&D 5e tries to solve this by forcing players to choose aspects of their character background including their character’s traits, flaws, ideals, and bonds. This is all well and dandy, but this alone won’t define a character arc. To create a character arc, figure out how you want your character’s story to begin and how it should end using those four background characteristics.
Traits: A character’s traits could change over time. They don’t have to, but it can create an interesting character. Traits make a character who they are, and in an RPG it is often a reflection of the player. So while traits can change, I would probably suggest to change a flaw, ideal, or bond before a trait.
A trait could become more specific, like from “angry” to “vengeful” once they understand why they are angry. Think of the trait as evolving.
A trait could disappear or be replaced after some moral turning point, like a callous character becoming guilt-ridden or even benevolent after they see the sort of pain they have caused firsthand.
A trait can become reinforced or strengthened based on their decisions. An antihero’s traits would likely follow this route. “Do you see what happens when you trust people? They betray you!”
Flaws: A flawed character is a great character, but a character arc involves a person being confronted by their flaws. Their flaws directly oppose their goal. When faced by their flaws, they either choose to suffer their flaw or overcome it. This is why sequels are usually terrible. A character that heroically overcame its flaw in the first movie is now un-flawed. Be aware of this in an RPG. The character should always have a flaw, even after overcoming a flaw. The only time they should ever NOT be flawed is at the very end of a campaign, facing off against the main antagonist, using all they have learned on their heroic journey.
A flaw could be worsened. Usually a good early option in a character’s arc, as things seem bleaker and bleaker for your character until they manage to overcome the flaw later in the game’s story.
A flaw could evolve or become more specific, much like a trait.
A flaw can disappear or be replaced, especially later in the story once it has been challenged by the game’s story.
Ideals: A character’s ideal is what they believe in. Maybe it’s a religion, moral code, or instinct. A character’s ideal is a great concept that can change in a game. This is where you see tragic falls from hero to villain or redemption arcs from villain to hero. In an RPG, a good player will have strong ideals and a good GM will recognize those ideals and challenge them. This is the moral quandary, and it’s the player’s job to identify it and make a choice that will affect their character forever. Changing an ideal should always be some sort of turning point in a story.
Bonds: A character’s bonds in D&D 5e are their ties to the in-game world. It’s a fabulous definition because it’s sort of like asking “why are you playing this character?” right to your face. If your character has a family, then your character probably cares for them. Or not. If your character had a mentor, you are probably on a sort of hero’s journey from nobody to somebody. If you have no ties to any person in the game world then you are (or should be) finding a reason to belong, maybe a team of other heroes, perhaps? Your bond can affect how your ideals, flaws, and traits change, and they can change your bonds, in turn. Your character makes new memories, meets new people, and experiences new things all the time.
Update all of these things at the end of every session. Whether or not they ended up changing that day, making a habit of checking each session will keep you invested in your character and help to create a character arc. In addition, know where your character begins their arc and how it will end. Talk with the DM about your plans, and they should add some moral and character quandaries to test your character’s… character!
Examples of Character Arcs
Coming of Age: The character begins the game morally or psychologically immature or inexperienced. They grow into a more mature and experienced character by the end of the campaign. A ridiculously blunt way to put it is going from an angsty teen to a true hero. Such an angsty teen could be either a rebellious murder hobo or a distant brooding loner that when a turning point happens, they grow a moral backbone and answer the call to action. Look at Spirited Away, Dead Poets Society, or The Karate Kid.
Redemption: The character begins as a legit villain with evil intentions but finds a reason to change their ways after a turning point. Maybe they find a moral line they won’t cross and then start to wonder if what they have been doing all along is right. The character is not truly redeemed until other players and other people see them as a changed person, which should finally happen at the end of the campaign. Look at Wikus in District 9, Oskar Schindler in Schindler’s List, or Prince Zuko from Avatar, the Last Airbender.
Disillusionment: The character believes in one thing at the beginning of the campaign but slowly discovers that what they believe in is morally wrong, utterly pointless, or a flat-out lie. They may go back and forth between believes a few times before making a transition, or they might be in denial. But by the end of the campaign they have realized the true path. Look at movies like Office Space, The Truman Show, Conspiracy Theory, or Fight Club.
Tragic Fall: The character follows the hero’s journey only to make the wrong choice at every turning point. Their morality comes into question, and they just don’t have it in them to change or become a hero, usually thanks to a “fatal flaw.” At the end of the campaign, this character should either retire, die, or be killed by their flaw to be a true tragedy. Look at Hamlet, Tom Powers in The Public Enemy, and McMurphy in One Flew Over the Cuckoo’s Nest.
Corruption: Unlike the tragic fall, this character is not destined to die. They are destined to become a villain. Rather than refuse a call to action, they have moral quandaries which they make the right choice at first, but then they start to question their choices. They start to think evil is easier or better than good. Then they start making the wrong choices and eventually join or become the villain they were trying to stop in the first place. Look at Anakin Skywalker in Star Wars, Michael Corleone in The Godfather, or Harvey Dent in The Dark Knight.
Cynic to Participant: This character is a loner and cynic and is miserable because of it. They eventually realize that they cannot accomplish what they set out to do without help. They become less selfish and more cooperative with the rest of the adventuring party. Look at The Incredibles, every buddy cop movie where the buddies don’t get along, and every Batman team-up ever.
These are the more common character arcs, but there are plenty of different changes that your character can go through to grow, change, or fall over the course of a D&D campaign. Again, talk with your DM about where you are starting and where you want to end up. That way they can insert those pivotal turning points and put pressure on your flaws and ideals!
Aries at their best: cheery, laughs a lot, talks to people they usually don’t, tries to spread laughter Aries at their worst: passive aggressive/aggressive, dismissive, exclusive, irritable, prone to ranting and jealousy Taurus at their best: agreeable/easy to talk to, offers to help you a lot, is good company, projects good self-image Taurus at their worst: talks about people behind their backs/gossips, and is judgmental - just super neverendingly obviously crushingly judgmental, they feel alone Gemini at their best: helpful, encouraging, protective, gives compliments, makes you feel confident and special, is a loyal friend, not worried about anything Gemini at their worst: passive aggressive, makes you feel super insecure and inferior to them, is really feeling insecure themselves and is stressed/worried Cancer at their best: expresses love and compliments a ton, reassuring, makes random things totally hilarious Cancer at their worst: moody, confusing, eager to pick a debate/purposely annoy you and then act like you’re being oversensitive, sad, very stressed Leo at their best: is a super loyal friend, helps you with anything, celebrates your triumphs, is happy for your triumphs, a few compliments Leo at their worst: prone to starting explosive fights, is super possessive, purposely annoys people, manipulative, feels neglected for no reason Virgo at their best: humorous, expresses their confidence in you, calm and ready to relax Virgo at their worst: gets disproportionately angry about small things, overly controlling, very critical, agitated Libra at their best: empathetic, witty, will help out when needed, deliriously happy (usually because of something good that has happened/they got something they wanted) Libra at their worst: moody, insecure, depressed, withdrawn, speaks as little as possible, wants to be left alone, very tired and bored, easily jealous Scorpio at their best: starts to trust, willing to commit, secure in themselves, happy, is made to laugh easily, not worried about anything, relaxed Scorpio at their worst: paranoid, overly possessive, makes accusations, makes rash decisions (they usually later regret) Sagittarius at their best: displays affection for people (even in small doses), is there to listen, is understanding of other people’s quirks, attentive Sagittarius at their worst: will not follow direction or listen at all, does not understand why things they might do/say make other people upset or are inappropriate, juvenile and reckless Capricorn at their best: helps people solve problems, listens, opens up a little when given opportunity, levelheaded and inspires the same in others, calmly happy, not too serious Capricorn at their worst: judgmental, not understanding, acts fake, self-absorbed and overly serious Aquarius at their best: allows themselves to feel for other people, analyzes themselves, not scared of the long-term, sees what the reasonable and decent thing is to do in situations, tries to rectify issues with others Aquarius at their worst: reckless, impulsive, inconsiderate, does not sympathize or empathize, hurts others/plays with their emotions and does not care Pisces at their best: restful, is a good listener, helps people solve their problems, performs kind/good deeds for others, generous Pisces at their worst: naïve, absentminded, too easily offended, self-absorbed, somewhat outwardly conceited/self-congratulatory, exaggerates
Despite what you may believe, you can disappoint people and still be good enough. You can make mistakes and still be capable and talented. You can let people down and still be worthwhile and deserving of love. Everyone has disappointed someone they care about. Everyone messes up, lets people down, and makes mistakes. Not because we’re inadequate or fundamentally inept, but because we’re imperfect and fundamentally human. Expecting anything different is setting yourself up for failure.