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How to Craft A Character + Sign-Up Review Thread

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Psychic

Really and truly
Crafting a Character
A Guide on How to Wow a GM


Whether you’re a RPG newbie or veteran, your goal remains the same: to impress a GM with a great character that they will want in their RPG! Creating a good character takes time and patience, and you have to be willing to commit a degree of effort you may not have anticipated. You want to ensure that the sign-up you produce is of high quality and is original and different from the many other characters the GM has seen. To do this effectively, you should do more than just meeting the basic minimum of what is expected for a sign-up. Going above and beyond that can really show a GM how great you would be for their RP.

The benefits of a well-crafted character are numerous. An interesting, three dimensional character creates great groundwork for you as an RPer, giving you a sense of direction, but also the freedom to try different things. A good sign-up gives GM and other RPers playing with you a clear picture of what your character looks like, how they act and what they feel, giving an idea of what to expect from and how to act around your character.


While making a great character takes time, here are some important notes you can use to get ahead of the curb:

1) Save your sign-up on your computer on a program like Microsoft Word. This is helpful for a few reasons:
  • Word has a spellchecker, so it can help you find and fix most spelling/grammar mistakes. This will make your sign-up look more professional and polished.
  • It saves all your hard work so there’s no chance of it getting lost or deleted.
  • You can always close it and come back to it later.
  • This gives you ample time and opportunity to proofread your work to check for mistakes and ways to improve it (see #7).
  • Word lets you check word-count, so you can make sure sections like Appearance and Personality are at least 100 words.
  • And lastly, it means you only post a perfect, completed sign-up.

2) Be knowledgeable about and avoid using clichés and stereotypes.
As you read books and manga, watch movies and animé, play video games and board games, you’ll notice that characters across mediums share similar traits. You can often find two characters from totally different places who have similar personalities, appearances or histories. This is because there are many character “tropes” that pop up a lot, such as the reckless hothead, empty-headed athlete, quiet shy girl, brooding antihero, and so on.

There’s nothing wrong with creating a character who might fit into a stereotype like this, as long as you do something interesting and original with it. The issue with clichés is that they’re overused and predictable, and they’re just not that interesting on their own. That’s why if you choose to start building a character around a cliché, it is vital to add your own personal touches to make it more original.

For the most comprehensive list of clichés on the internet, including examples and subversions, check out TVtropes.com.

3) Figure out what kinds of characters would live in the RPG’s world.
The GM should give you a good idea of what the world of the RPG is like. Maybe it takes place during the events of Pokémon Gold/Silver, maybe in the Pokémon Mystery Dungeon world. It could be set in medieval times or far in the future. Wherever and whenever it is, make sure your character fits in it. This means figuring out what kind of name they might have, what type of clothing they would wear, what their history might be like and so on. These things will change from one RPG to another, so always be aware of them.

This means your character also needs to follow the rules of that universe, just like everyone else. For instance, if nobody in the RPG has magical powers, your character shouldn’t, either. If the RP isn’t about time-travellers, then your character shouldn’t be from the future. If people can’t understand Pokémon, your character shouldn’t be the only one who can. Unless you have a good reason for it and permission from the GM, don’t do it.

4) Don’t give your character an unfair advantage.
Going back to the previous point, your character should not have a significant leg up on other characters. If one character has special powers while other characters don’t, or if everyone has special powers but one character’s powers are vastly superior, RPers are no longer all on an even playing field. If your character is the Pokémon Champion of another region in an RP where other characters are all newbie trainers, or if your character has knowledge about the events of the plot nobody else has, you’re not really playing fair. Having one small advantage in a particular field is okay, since different characters have different strengths and weaknesses, but it shouldn’t be a significant, game-changing advantage.

5) Don’t make your character a Mary-Sue.
A Mary-Sue is a type of character you want to stay away from. It’s essentially a character who bends and breaks the laws of their universe by virtue of how great they are, such as most people liking them, having an extraordinary amount of luck, or having special powers or other advantages nobody else has. They are often physically attractive or talented in some way, and they don’t have any really big flaws. They’re almost like the perfect person – everyone considers them to be “morally good,” and anyone who doesn’t like or agree with them is considered to be bad. Writers put them in certain situations just to show off how good and nice they are. Nothing really bad ever happens to them, and if they do get in a sticky situation then they conveniently get out of it without having to put in much effort. They are essentially immune from the laws of their universe.

These traits are only symptoms, and if you’re worried your character is a Mary-Sue, just trying to change some of these traits won’t necessarily change that. Giving them one token flaw does not change them from being a Sue. Reversing all those traits doesn’t work either (doing so merely creates an “Anti-Sue”). The solution here is to try to detach yourself from your character a little. Be willing to admit that your character is just a person; everyone has flaws and nobody is always right or good or perfect, so don’t expect differently of your character. Allow them to make mistakes and be wrong and learn and develop and change.

6) Avoid making your character you.
There’s nothing wrong with basing a character off yourself – while not necessary, a lot of people will make their characters the same age and gender as themselves, with a similar (but not always exactly the same) appearance and personality. Many people find that this makes it easier to relate to their character, and makes them feel more realistic. Unfortunately, trying to literally put yourself inside an RPG can get into sticky territory. A character who is exactly like you is called a Self-Insert, and unfortunately it often becomes a Mary-Sue. The problem is that by basing a character off yourself, you may be tempted to make the character a better, idealized version of you – a you who doesn’t have any (significant) flaws, who’s always right and good. This is not how to create a complex, balanced character. To fix this, we use the same solution as above: simply be willing to let this character have flaws, be wrong, make mistakes and learn and become a better person over time.

7) Proofread!
Rereading your work before posting it is incredibly important. Always go over your work at least twice before posting it online to look for errors or ways to make it even better. Even if you use a program with a spellchecker, you may find mistakes that the program didn’t catch, or you may notice other places where the SU could be improved. It’s very noticeable when someone has proofread their writing, and it make it look much more polished.​

With that out of the way, let’s get started!


The Sections of a Sign-Up

Now we’re on to actually filling out a sign-up sheet. We’ll go over each section you’ll typically see and cover the basics, offer some advice and tips, and hopefully help give you some ideas on how to craft a good, developed character. We’ll mostly be focusing on humans here, and there will be a separate section about Pokémon characters afterwards as well.

Name:
Some GMs will ask for a first as well as last name, and you can also include a nickname to add some extra flavour. Be sure to choose something that is appropriate for the RPG’s settings. If you can’t think of a good name, Google “name generators” and take a look around. You can even find generators for specific names, like medieval, vampire or pirate names, and sometimes you can even choose something with an interesting meaning behind it. Behind the Name provides names from many cultures, and Seventh Sanctum is a great resource for themed name generators.


Age:
Most GMs will provide a minimum/maximum age for you to choose from, such as “age 13-21 only.” Either way, pay attention to the plot and determine what ages the people in that situation would be. A character can begin a Pokémon journey at age ten, but a soldier fighting in a war would have to be older. Don’t feel obligated to play a character who’s your age! While a lot of RPers tend to play as teenagers and young adults, consider a wider variety of age ranges if you have the option to do so, like adults, children or seniors. Always make sure a character’s appearance, personality and history reflect their age.


Gender:
This is generally male or female, though some creatures can be genderless. All Digimon and some Pokémon are genderless, but if the GM gives you the option, you could consider having your Voltorb learn towards male or female. While less common, characters can fall elsewhere on the gender spectrum. For example, they can be androgynous (having a mixture of masculine and feminine fashion and mannerisms), non-binary (identifying as neither male nor female), or transgender (being assigned one gender at birth but identifying as another). Should you choose to do one of these, prepare to do a lot of research in advance. A good place to learn the basics would be the Gender Wiki.


Appearance/Physical Description:
This is the first big section, which must always be at least 100 words long. While you can add an image of what your character looks like, it can only supplement the 100 words. An image cannot replace a text description. Thoroughly describing your character is important, since it’s how they create a first impression on others. You can also tell a lot about a character’s personality from their appearance. A GM may use this opportunity to judge your descriptive abilities, so get creative!

Please omit any and all references to how attractive or unattractive a character or any of their attributes might be. Remember that this description must be objective, and attractiveness is entirely subjective. (This means that not everyone will find the same things attractive or unattractive; for example, “she has gorgeous blond hair” doesn’t work, because not everyone will agree that her hair gorgeous.)

Here are guidelines on creating and describing characters who are human, half-human, or a monster.

Describing Humans: There are a few basic things you want to cover when describing a character, especially for humans. They are:
Body shape: Talk about their general height and weight. Do not give an exact height and weight – being told how many pounds someone weighs does not make them easier to visualize, so don’t get so specific. Simply describe their frame – if they are average, skinny, lanky, chubby, fat, athletic, muscular, etc. State if they are short, tall or of average height for their age. Describe the colour of their skin.

Head: Describe the colour of their eyes and mention if they wear glasses. Describe the shape/size of their eyes, eyebrows, nose, lips/mouth and jaw, and overall face. Note if they have freckles, wear make-up, have ear/facial piercings or scars. Younger people generally have rounder faces, teens might have skin problems (and have more makeup/piercings) and older characters may have wrinkles. Describe their hair colour, hair style, hair length, and if their hair is dyed at all. Many animé characters have crazy hair colours and styles, so in some RPs it may be okay to stretch this.

Upper Body: Choose a type of shirt for your character, such as a short- or long-sleeve T-shirt, tank top, polo, blouse, sports jersey, a dress, or armour. They might have a type of vest, sweater, jacket or cloak and carry a backpack, purse or tote bag. They may wear something around their neck/shoulders like a scarf, necklace, chain or collar. They can have a watch, sweatband, gauntlet, gloves or bracelet/s on their hands and ring/s or nail polish on their fingers. Consider if they have any tattoos or scars.

Lower Body: Jeans, sweatpants, khakis, shorts, a skirt and leggings are a few options here. Describe if the shorts are frayed, if the jeans are missing buttons or have holes in the knees that may or may not have been patched up. If they have many pockets, you can mention what they might keep in them. Pokémon trainers may wear belts with Pokéballs. Footwear options include running shoes, flats, sandals, rain boots, leather boots, armour or steel-toe boots. They could wear mismatched socks, stockings, anklets, toe rings or nail polish.

Demeanor: Most RPers don’t consider this, but people have different ways of carrying themselves This is generally dependant on the character’s attitude. For example, a shy character may hunch their shoulders and look down a lot to appear smaller, a tense character may always have their jaw set and teeth grinding a little, a nervous character may tend to bite their lip or fidget, or an energetic character may have a bounce to their step and tend to smile a lot.


Describing Half-humans: For the purposes of this thread, we’re classifying anything that’s mostly humanoid but may have non-human attributes as a “half-human.” This includes anthros, which are humans with animal attributes; gijinkas/Pokémorphs, which are humans with Pokémon attributes; and humanoid creatures such as vampires, werewolves or angels.

To describe such characters, begin with the above template for a human character. Have an eye for details that specifically make them different from humans.
Body: Start with their shape/size, and describe if they’re bigger or smaller than the average person. Detail if their animal/Pokémon/non-human side has affected their skeletal structure, and if their skin has been replaced by something like fur, feathers or scales. Consider if your character would need special clothing due to their strange shape, especially if they have protrusions like claws, spikes or antennae, or any extra appendages like wings or a tail. If you need inspiration, don’t be afraid to use Google to find a photo reference you can use.

Head: Changing the shape of the mouth, nose, ears and eyes can be very interesting, as your character could develop a snout or pointed ears. Perhaps their ears migrate to the top of their head. Don’t forget to mention if they have fangs.

Transformations: If your character has more than one form, such as a human form and a creature form, be sure to describe the differences in your character’s appearance between forms, as well as the transformation process. This could be anything, from being enveloped in light to slowly and painfully changing shape. If your character’s forms are very different, keep in mind that they may destroy their clothing and shoes in the process of transforming.


Describing Monsters: Creatures like Pokémon or animals generally don’t need to be described from scratch unless a GM directly asks for it. Mythical creatures, monsters, aliens, or anything really inhuman will usually require a fair amount of description, however. In these cases, finding or creating a reference image and describing your character from there is often a good way to start if you’re stuck. You can provide said picture to supplement your description, but as always, provide enough information that someone could visualize your character even without a visual reference.

Body: Once again, start with the general size and shape of the character’s body, how lean or muscular it might be, and compare it to another animal if they’re similar enough. Detail if it’s covered in skin or scales or feathers or fur, its colour palette and if it has any particular markings on its body. Describe how many limbs it has, their shape and number of joins (like shoulders, wrists, knees) and which way they bend. Describe their hands, feet, paws or talons, how many digits they have, mentioning claws or footpads. Don’t forget about extra appendages such as wings and tails. Detail any protrusions, growths or appendages, such as spikes or sacs (things such as the bulb on Bulbasaur’s back, Magcargo’s shell or Suicune’s clouds).

Head: Describe the shape and size of the head. Detail the size and placement of facial features, as well as how many of each one it has. The eyes, nose, mouth and ears are all important here, but you can also describe things like eyebrows, lips, tongues and teeth. Your character may also have things like fangs, horns, fins, or a feathery crest.


Accessories for Half-humans and Monsters: For some RPs, if the creature is intelligent enough, it may be able to wear clothing, carry weapons, accessories or certain items. Always tailor the accessories to the RP’s setting and to the individual character. Think logically about what a character can make/buy and wear/carry/hold. Accessories and weapons can range from simple and made from crude, natural sources to complex technology. In terms of clothing, keep your character’s biology in mind. For example, having claws may make it difficult to put on clothing without ripping it to shreds, a creature with wings wouldn’t be able to put on a normal shirt, and plan footwear accordingly, since closed shoes likely won’t fit on paws or claws or talons. Small creatures won’t be able to carry or wield large objects or weapons, but having belts with items and carrying small bags will be doable for most characters. Some good basic accessories include jewellery like bracelets/anklets or earrings, bags or pouches that can be slung around backs or hung on necks, belts, and even types of “trophies” like a necklace of teeth of defeated enemies. Small, simple tools like mallets or pickaxes can come in handy, and weapons such as throwing daggers or slingshots can fit in most RP settings.


Personality:
Giving a lot of thought to how your character thinks and acts is vital in creating a well-rounded character. People are deep and complex, so creating a character who feels like a real person can require a lot of thought and effort. As always, keep the setting of the RPG in mind, and try to figure out the type of person that would live in that time period and society. Most importantly, their personality will be heavily shaped by their history and current living situation. Every person’s personality has many facets to it. This section must be at least 100 words, but often 100 words only begins to scratch the surface of a detailed and complex, life-like character.

There are many things you can address while creating a character’s personality. Here is a list of questions we suggest you ask yourself about your character. You don’t need to address every question, and you may think of other ones along the way, so this is merely a starting-off point. To begin, ask yourself questions regarding:
Sociability:
  • Is your character sociable?
  • Are they introverted or extroverted?
  • Do they have any social anxiety?
  • Do they prefer being alone or being with others?
  • Do they enjoy meeting new people and making friends?
  • What is their social circle like?
  • How important or meaningful are friendships to them?
  • Are they talkative or quiet?
  • Are they a good listener?
  • Are they patient?
  • How are their communication skills?
  • Are they willing to share their opinions?
  • Are they comfortable talking about themselves?
  • Are they able to/comfortable with communicating their feelings?
  • Do they feel understood by others?
  • Do they ever feel lonely?
  • Are they empathetic?
  • Are they approachable?
  • Are they loyal?
  • Are they honest?
  • Do they trust others?
  • Are they trustworthy?
  • Are they judgemental? Do they pre-judge others?
  • Are they open-minded or close-minded?
  • Are they respectful? How do they deal with authority?
  • Do they get angry or irritated easily?
  • Are they rude to others, intentionally or not?
  • Are they mean? Do they try to hide this through jokes or passive-aggression?
  • Are they manipulative?
  • How do they react to social pressure?
  • Are they good at picking up social cues?
  • Do they care most about their own needs or do they put the needs of others first?
Decision-Making:
  • Are they better at being a leader or a follower? Do they have a preference?
  • Can they take on a leadership role?
  • Are they reliable in following orders?
  • Do they prefer working alone or cooperating with others?
  • How do they work in groups?
  • Are they good at making decisions?
  • Can they make decisions quickly? Do they act on impulse or think things through first?
  • How do they function under pressure?
  • How are their problem-solving skills?
  • How quick are they to do a task? Do they procrastinate?
  • Are they detail-oriented or do they focus on the big picture?
  • Are they guided by their logic or by their emotions?
  • Do they get emotionally involved in issues or do they stay detached?
  • Do they prefer to plan ahead or make things up as they go along?
  • Do they prefer routine and predictability?
  • Do they enjoy surprises?
  • Are they willing to try new things?
  • Do they enjoy travelling?
General:
  • What are they good at?
  • What do they enjoy doing? What are their hobbies?
  • What do they dislike?
  • What would they seek out? What would they avoid?
  • Are they creative? Do they have an outlet for their creativity?
  • Are they organized or messy?
  • How strong is their work ethic?
  • How mature are they?
  • What is their sense of humour like? What makes them laugh? Do they like puns, practical jokes, sarcasm?
  • Can they joke about themselves?
  • Are they self-critical?
  • How is their self-esteem and sense of self-worth?
  • Are they confident?
  • Are they brave?
  • What gives them strength?
  • What is their weakness?
  • What do they fear?
  • What are their secrets? Why are they secrets?
  • What are their goals? What are their hopes and desires?
  • What would they do to get what they want? How far would they go?
  • What do they value?
  • Do they have a personal hero? What does this say about them?
  • Do they have a personal motto? What does this say about them?
  • Do they have any personal philosophies? Do they actually follow these philosophies?
If you’re still worried about developing your character’s personality, imagine them in different situations, and ask yourself how they would react to get a better feel for them. for example, what do you imagine them doing in their spare time? How do they act around friends? Around people they dislike? How would they handle receiving a bad grade in school? What is their dream job? What makes them comfortable or uncomfortable? How do they deal with conflict? How do they act when upset? What would they do if they were asked to do something they didn’t want to do? Ask yourself about what thoughts run through their head, what effects their decisions, and use this to figure out what this says about their character.


History:
GMs won’t always ask for this, but those that do will expect you to ensure your character’s past fits into the RP’s setting. Remember that a character’s history informs their personality, and everything that happens to them has some kind of impact on who they are.

Avoid being either too vague or too detailed in this section, as either one can be boring and not very helpful. Describe the basics: where they grew up, what their family was like, what education they have and how they did in school, what their social circle was like, what extra-curricular activities or hobbies they’ve been involved in, what jobs they’ve had, what struggles or hardships they’ve overcome. Describe their childhood, their religious or political affiliations, any special training they underwent, any notable accomplishments they have, any regrets. Try to keep it relevant – if it’s not important and didn’t have much of an impact on them, ignore it or don’t spend a lot of time explaining it.

Describe any important experiences your character has had. Think about specific events that somehow shaped their childhood or personality. If a trip to the beach they went on at age eight had a serious impact on who they are as a person, then explain what happened and how it affected them. Note any important relationships they’ve had, whether with a family member, friend, teacher or romantic partner, and what this relationship meant to them. If they had a role model growing up they wanted to emulate, explain why they looked up to that person and how this impacted your character. If the RPG plot involves a certain event or group of people, describe your character’s experiences and involvement there.

You want to describe how your character came to be the person they are today, as well as how they came to be mixed up in the RP’s plot. The point is this section is to show how your character arrived at this point in their life.


Other:
If you want to add something about your character that doesn’t really belong in any of the other sections, you can put it here. This can be anything, from an allergy to what their voice sounds like. Maybe they walk with a limp, amassed a special collection, or have a strange habit or quirk.



Supplemental Sections
Depending on the RPG, the GM may ask you to include other sections to your sign-up. Here are a few popular examples.

RPG Sample:
Some GMs will ask to see a sample of your writing to get an idea of how you will function during the RPG. Take this opportunity to impress the GM and make them want you in their RP. Different GMs will want different things from your sample. Sometimes they will ask that the sample be a past RP post, or that you put your character in a specific situation and role-play it out. They may also ask that the sample be a certain length. Remember to focus on quality over quantity. As with any RP post, make sure your sample has a combination of dialogue, description, action, and your character’s thoughts. Just remember that whatever level of quality your sample is, the GM will expect the same thing once the RP begins!


Special Powers:
In some RPs you may play as a character with supernatural powers, such as a superhero or magic-user. For inspiration on potential powers, you can Google lists of special powers, as there is a variety of fascinating abilities out there. Some powers are more popular than others, such as super strength, super speed, controlling fire, and mind-reading. In order to stand out, you may want to look into more unique and less used powers. Some examples are memory manipulation, dust manipulation, creating illusions, or terrain manipulation. You can find an extensive list of powers on the Superheroes Wiki.

You may have to limit superpowers in some way as well, such as your character having to “recharge” between using their powers, or suffering from side-effects. As with anything, ensure they aren’t overpowered. They should not be so powerful that they can easily overcome every challenge or obstacle. They also should not have significant advantages over other characters, since it creates an uneven playing field. All characters should be at around the same power level, with both advantages and disadvantages.

Keep your character’s personality in mind when deciding their power, as you can choose a power that either compliments or contrasts their personality. For example, you can give the power of invisibility to a character who is shy and introverted and just wants to blend in, or to a character who loves being the center of attention. Your character may love or hate this power, so feel free to play around with this!


Attacks/Abilities:
In RPs with special powers, GMs may ask you to list the different attacks or abilities your character can use. This can be fairly simple with Pokémon or Digimon who already have predetermined lists of attacks, but otherwise you have to rely on your own originality. Essentially, it’s just a matter of figuring out different ways your character can use their abilities. For instance, with aerokinesis, your character can send a wave of air to knock back objects or opponents, but they might also be able to manipulate the density or pressure of air, make objects/people float on pillars of air, or even create small tornados. You may also have the opportunity to name each of your character’s attacks or abilities. If you’re stuck for ideas, you can always draw inspiration from pre-existing attacks from franchises as long as you don’t outright copy them.


Weapons:
In RPs where your character may use weapons, choose wisely. Keep in mind what time period they live in and what materials are accessible for them. As with other sections, some weapons are more popular and thus pretty common in RPs – mainly swords like broadswords and cutlasses – so you can use Google to find different weapons that would still fit your character, There are many crude, simple weapons that can fit and be effective in many settings, including distance weapons (such as blowguns and slingshots), fighting knives (such as daggers and trench knives), pole weapons (such as spears and poleaxes), and blunt weapons (like clubs and maces).


Partners:
In some RPs your character may have a non-human partner, be it a Pokémon, Digimon, animal or some kind of mythical creature. They may have met and joined your character during their adventure, or they could have been magically chosen for and/or bound to your character.

The same way you should take the time to craft an independent, interesting character, you should also take your time to create the partner character/s. They should have their own sign-up, which at the very least includes Name, Species, Gender and Personality. Consider the kind of relationship they have with your character. Are they happy to be with your character, slow to trust them, or resentful in some way? For partners who make a conscious decision to join your character, figure out their motives and why they would choose to join them. Are their personalities very similar or dissimilar, how do they get along? In the case of partners who are magically chosen for your character, consider how their partner may be similar or dissimilar to them. This kind of partner may sometimes be an extension of your character; they may have a very similar personality to your character, they may represent a repressed part of your character’s psyche, or they may be completely different from your character. They may try to help your character change or grow, such as by making a shy, nervous character more confident and extroverted.

Pokémon Partners:
In Pokémon RPs where you play as a trainer, the GM will usually allow you to have between one and six Pokémon. While it may be tempting to give your character all of your favourite Pokémon, or Pokémon you find cool, instead focus on figuring out what Pokémon your character would be likely to own based on their personality and history. Consider these things that will impact what Pokémon your character may have obtained:
  • How could they have gotten that Pokémon? Different Pokémon can be found in different locations, so if you want to give your character a Pokémon from Unova, ask yourself if they has ever been to Unova. There are other ways to get Pokémon, of course, such as by receiving them in trades, as gifts, or as prizes, so specify when this is the case.
  • Do they prefer certain kinds of Pokémon? Some trainers like fire-types, others prefer cute Pokémon, and others may be attracted to elegant Pokémon. A trainer who likes the colour blue or prefers nocturnal Pokémon is more likely to catch those kinds of Pokémon.
  • What are their battle strategies? Do they like to attack hard and fast, draw out the battle by inflicting status conditions, boost their stats before sweeping the opposing team, or change the weather to use it to their advantage? A trainer who prefers certain strategies will catch specific Pokémon to pull them off.
  • What is their training technique? Do they prefer to only catch and intensely train a couple Pokémon, or do they concentrate on owning a wide variety so they’re ready for any situation?
Also, consider the fact that some Pokémon are more popular than others, so they pop up in RPs more often. GMs see things like starter Pokémon, eeveelutions, Luxray, Ninetails and so on pretty often, and Shiny Pokémon aren’t a rare sight either. Aim for a little originality – if you want a psychic-type, go with something other than Gardevoir or Gallade. You can always go through SPPf’s Pokédex for inspiration, and you may end up with a really interesting, under-used team.



Pokémon Characters

A good chunk of RPGs here will have Pokémon characters, and as with anything else, each Pokémon needs their own sign-up sheet. Even if they’re owned by a trainer, they’re still individual characters and therefore must have a basic sign-up sheet. Each Pokémon sign-up must at least include Species, Name, Gender and Personality. A GM who doesn’t ask for individual Pokémon SUs is breaking the rules.

Species:
What Pokémon it is. Unless it’s a hybrid or a made-up Pokémon, this is pretty straightforward.

Name:
Their nickname, if they have one. Trainers may choose a theme by which to nickname their Pokémon depending on their interests and how creative they are, like names of Greek gods or elements of the periodic table. For wild Pokémon, different species may have different traditions for naming newborns, such as naming them after things in nature, naming them after the parents, or just combining random sounds.

Gender:
This will generally be male, female, or genderless. Remember that some Pokémon can only be one gender. If the GM allows it, maybe your genderless Pokémon can lean towards male or female.

Personality:
Depending on the RPG, Pokémon may be portrayed as having different levels of intelligence. Some GMs may decide that Pokémon in their RPs are as intelligent as humans and can create complex societies (like in Mystery Dungeon), while others may see them as being equivalent to animals, so plan accordingly. You can often base a Pokémon’s personality off their species. Pokédex entries are always a great place to start, as they often give details about the Pokémon’s habits and preferences. For example, Leavanny spend time making clothing for small Pokémon, so you can use this as a basis for a Leavanny who is very nurturing and gentle, who is very sociable and loves making friends by making clothing for them, and is selfless because he asks for nothing in return. However, you can also take this in the opposite direction, and create a somewhat unique Leavanny who resents the fact that other Pokémon expect her to make clothing for them for free, and prefers to be alone and practice her battling technique. Not only does this subvert the expectations most people will probably have about a Leavanny character, but you’ll also have a unique character that really stands out. This is also a good place to discuss their attitude towards battling, and how they feel about their trainer and other team-maters.

Supplemental Sections
While not mandatory, the GM may also ask that you include sections such as:

Appearance:
Some GMs may ask you to describe the Pokémon from scratch, in which case you can follow the procedure for creature description detailed above. However, the GM will generally only ask that you describe aspects of the Pokémon that make it unique, so it stands out from other members of its species. This can be something simple, such as being relatively large or small, thin, fat or more muscular, their eye colour, or their skin/fur/feathers/scales being a slightly different colour from others of its species. Their fur can be dirty and matted, they can have feathers or scales missing, or they may even bear scars or other deformities from battles. Also consider if they might wear clothing or accessories, especially since Pokémon can use stat-boosting held items for battles.

It should also be noted that you probably won’t get originality points for having a Shiny Pokémon. Many RPers use Shiny Pokémon, which makes them a lot less rare in RPs. Some GMs will restrict how many Shiny Pokémon can be in one RP, so be aware of how many other Shinies have already been accepted.

History:
Pokémon can come from different places, whether they lived in the wild all their lives, or were born and raised in captivity. In the wild they may have grown up in a family or some kind of pack, or maybe they spent most of their life on their own, learning to fend for themselves. They may have eventually been caught by a trainer, and had to adjust to a life of travelling and battling. Alternatively, they could have been raised by a Pokémon breeder and sold to a trainer, or bought as a birthday gift for a child. You can explore how they got along with their trainer and other team-mates, and the kinds of relationships and rivalries they formed. Perhaps they have a memorable accomplishment, such as a particular battle or competition they are proud of winning, or a certain opponent they took down against all odds. Again, you can explore the different relationships they’ve had, and other defining moments such as the day they evolved. Maybe they were traded or given to another trainer and felt hurt or betrayed, or perhaps they were simply excited to go on a new adventure.

Attacks:
Some GMs may limit the number of attacks a Pokémon can have, forcing you to only choose a handful for your Pokémon to use throughout the RPG. On the positive side, this means Pokémon with smaller move-pools won’t be at as big a disadvantage to Pokémon with wider ones, however this will mean you’ll have to choose your attacks carefully. Try to choose a diverse range of attacks for different situations, including damaging attacks of different elements, status-inflicting moves, and attacks that can raise/lower stats. Also note if the GM allows non-level-up attacks like TMs and egg moves.

Age/Level:
It’s somewhat uncommon to see either of these, and how they function in each RPG will likely vary, so see what the GM has to say on the matter. For instance, with age, some GMs may say that all Pokémon have approximately the life-span of a human, while others may say that lifespan varies by species. In the latter case, if you’re trying to figure out a Pokémon’s lifespan, consider the Pokémon’s real-world animal equivalent and Google their average lifespan. For example, dogs live around 11 years depending on the breed, many bugs live for a matter of months, horses and zebras live about 25 years, and lions live between 10-14 years in the wild. From there, you can decide what life stage your character is at and figure out their relative age from there. For instance, a “teenage” Ponyta is between two and four years old, and a Pyroar would be past its prime and start to weaken around ten years old. This information all comes from doing just a little bit of research. For Pokémon who have no real-world equivalent, try to be a bit creative.

For levels, simply consider how much training the Pokémon would have undergone. Whether wild or owned by a human, not all Pokémon may have much experience with battling, and that’s okay. A recently-caught Pokémon won’t have received the same training as a Pokémon who’s been travelling with a human for many years, so it’s reasonable for a trainer to have a team at varying levels. Also, keep in mind that an older Pokémon isn’t necessarily stronger than a younger one – again, it goes back to how trained they are.




That’s it! This is a lot of information to take in, but we hope that this will help you create a strong sign-up you can be proud of. Creating a unique, three-dimensional character is not an easy task, and it takes time and effort. Be patient and don’t rush yourself, and you’ll be amazed by what you can create.

If you have any other comments or questions about making a sign-up, or if there’s anything else you’d like to see added to this post, we’d love to hear from you! Otherwise, continue reading for an opportunity to put what you’ve learned here to the test. In the next post, we’ll explain how you can post your own sign-up and receive feedback, or offer reviews for other people’s characters.

~Psychic and the RPG moderating team
 
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Psychic

Really and truly
Sign-Up Review
Originally created by Moogles​

If you’ve ever wanted a second opinion on a sign-up you were working on, look no further! Before you apply for an RPG, you can post your sign-up here first and get some feedback. That way, you can learn what you’re doing well and where your strengths lie, plus receive concrete advice on what to fix and suggestions for ways to improve.


Posting Your Sign-Up
You can post any sign-up you’d like here – it can be a character be for an RPG you’re applying to now, a character from an old RP, or a character you’d just like to try out some day in the future. It doesn’t even have to be for an RPG on SPPf (as long as the sign-up complies with our rules). Be sure you include all relevant fields, which includes at least the Name, Age, Gender, Appearance and Personality for most characters, or Species, Name, Gender and Personality for Pokémon. As always, sections for Appearance, Personality and History must be at least 100 words in compliance with the RPG Rules.

Be sure to use proper spelling and grammar and use clear, easy-to-read formatting. Also, please do not post an incomplete sign-up. If you haven’t finished your sign-up, save it on a Microsoft Word document (or a similar program) on your computer and work on it there until it is finished.

If you intend of applying for a particular RPG, specify which one, and perhaps provide a link to it. That way, reviewers will have a better idea of the world the character will be in, and will be able to tell whether or not all aspects of the character fit properly in that world. It will also allow them to check to ensure you are following all the rules of that RPG.

Lastly, please show that you have read the RPG Rules, as well as the above post, before posting. If your sign-up is missing entire sections, or the big sections are less than 100 words, there’s little use in people reviewing it.


Reviewing A Sign-Up
If you decide to review someone’s sign-up, remember to keep a few things in mind:

1. A proper review should consist of:
-What you liked and thought was well-done.
-What you didn’t like or thought could have been better.
-What the RPer can to do to improve the sign-up/their writing for the future.

2. Cover all aspects of the sign-up. While you likely won’t have much to say about basic sections like Name and Age, try to cover as many of the larger sections as possible. For many RPers, writing a strong Personality or History can be tough, so focus on giving constructive criticism for these longer sections. Point out the strengths as well as the weaknesses so RPers know what they’re doing well and what needs more work.

3. Be specific. In discussing a sign-up’s flaws or strengths, provide specific examples to back up your criticism. Saying something vague like “your Appearance needs work” is not very helpful because because that doesn’t tell the RPer what about the Appearance needs improvement.

4. Have an eye for grammar. If you notice the RPer tends to make the same grammatical mistakes, explain what is wrong and how to fix them. You don’t have to point out every mistake, but if you notice a recurring issue, bring it to the RPer’s attention, such as “your sentences run a little long” or “remember to capitalize all proper nouns.”

5. Be polite. Remember that in anything you do, you should keep a polite, civil tone. It’s not easy for everyone to open themselves up to criticism, and they’re more likely to respond positively if you yourself are positive. While this doesn’t mean you need to sugar-coat negative criticism, it does require that you keep your response constructive and polite.



That’s it! Happy posting and reviewing!

~Psychic and the RPG moderating team
 

Monster Guy

Fairy type Trainer
Also, consider the fact that some Pokémon are more popular than others, so they pop up in RPs more often. GMs see things like starter Pokémon, eeveelutions, Luxray, Ninetails and so on pretty often, and Shiny Pokémon aren’t a rare sight either. Aim for a little originality – if you want a psychic-type, go with something other than Gardevoir or Gallade. You can always go through SPPf’s Pokédex for inspiration, and you may end up with a really interesting, under-used team.

What's wrong with Gardevoir and Gallade?!

I'm going to pick Pokemon based on what the character can and would actually get. If it happens to be an underused Pokemon, great. If it's an overused Pokemon, so be it. I'm not going to go out of my way to pick an Underused Pokemon for the sake of being a hipster. Admittedly, I have a pretty varied taste in Pokemon, so this isn't actually a problem for me. xD

But otherwise great guide! :) I'll post a Sign Up I want reviewed later when I have one.
 

Crash & Charm

Back I guess
Could you guys review this please?
Edits made
It is for this rp.
http://www.serebiiforums.com/showthread.php?636159-Life-in-4047-(Futuristic-Survival-PG-13-or-R)
Name: Charm Scales

Age: 1000 (young for a dragon)


Gender: female

Career:
Repairs. She works on technology and has a knack for fixing it.

Appearance:
She is tall and thin made up of mostly muscle and bone. She has short shoulder length black hair And piercing green eyes Her skin is completely made up of green and black scales. The scales are hard but they can be scratched. All of the scales are only one color but the patterns shift around her body depending on her mood. This produced a chameleon type effect where she can go from green to black and vice versa. Except for her hands, which are made of silver scales. She also has claws on her hands. She has been in human form so long that the claws are dull and can hardly cut anything. Just below the place where the claws are usually sheathed she wears a simple pink watch that give off a faint glow. The watch was an antique give to her by her mother. She doesn’t wear shoes because the scales on her feet are hard enough to protect her from the floor, and her nails are claws, which would rip apart a pair of shoes. She usually wears a nee-length skirt made of fabric that is the same pattern as her scales. The same pattern appears on her blouse. Most of her clothing has a similar pattern running all across it. On the base of her neck there is a small tattoo with a dragon pattern on it. Her overall appearance is snake like. She glitters and gleams in the florescent light cast from the overhead.

If she were to turn into a Dragon her scales would have an identical pattern as her scales. She would be about the size of a small two-story house. Here claws and scales would harden, thicken, and enlarge. Her paws would remain silver.

Personality:
Charm is different. She fills many of the social norms expected of a teenager, She tends to go out of her way to meet new people and make new friends. She meets them all around the ship while playing games, talking, visiting shops and movie downloads, theme parks, cafes, and restaurants. Her favorite activity is playing in the zero g laserball arenas. (It’s a lot like paintball but with Force Appling Lasers.) The strange part to her is that she tends to try to stay alone taking a long time to truly trust people. Overall she is a shallow person with a strange underside. She prefers quick short friendships instead of long meaningful relationships. She spends the majority of her time alone daydreaming about seeing the universe. Growing up on a cruse ship has been a good life she thinks to herself often but I want to see the universe. She mostly cares for herself not worrying about other people.

As a dragon Charm would act differently. She would gain a sense of pride and lose much of the shallowness. She would probably leave the ship immediately overcome by the amazing urge to travel and explore.

History:
Charm was born on the ship to two dragons in human form. She was a natural birth an anomaly. Although not to her people as one of the few races that refuse to participate in human birth alterations. Most people just assume she came along like everyone else thought. Her parents left her at the age of 50 as is the custom among dragons. They flew of together in the small craft they arrived on. Charm has yet to leave the ship although one day she wants to leave and explore the universe. She has gotten many opportunities to leave but the life of luxury she lives has been too hard to pass up. On the ship she walks around talking with friends and simply enjoying herself. From time to time she will fix a problem with someone’s tech. but the ships repair drones generally can deal with most of the problems. She has promised herself that the next chance she gets she will take and leave the ship.

Other:
Dragons (or so most people call them) are from the planet Draco. They come in all shapes and sizes. The colors alone range from the darkest shadow to the brightest star. With hue and saturation varied and ever changing. Dragons start their first stretch of life living alone, occasionally receiving visits from their parents. They spend life in a reptilian state standing on two legs. Eventually, after reaching maturity they gain the power to switch between forms at will. After a hatchling gains its wings the parents sense that it is time to return to the hatchling. The reunion is brief not lasting longer that a week. The Mother and Father teach the hatchling many things during this time. Afterwards they leave the hatchling now a fully-grown member of the species. The average age for this whole process to be finished is 1000 years. Charm is close but she still hasn’t transformed for the first time.

Dragons have abilities like heightened senses, increased physical strength and balance, Camouflage, and the ability to travel between planets in dragon form. Dragons can also breathe fire after the age of 2000. The biggest part of a dragon’s nature is the need to travel independent of all others. This urge is so strong it keeps the mother and father from raising their hatchlings. When transforming the dragon summons a great amount of energy from a source, in the form of electrical, solar, or fire. They then use the energy to create a cocoon. After a few hours in this state they emerge as Dragons. They use a similar energy gathering technique to summon fire, and to support themselves in space. They act as giant solar panels but they can siphon off of electricity or even drain fire.
 
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Kiruria

La Melancolie Noir
I'm gonna try a shot at reviewing your signup, Crash & Charm, partly because I'm also signing up for that same RPG. Mainly I'll be reviewing the Big Three fields:

Appearance: You could expand upon some areas. For example, her figure; you described her as being "short and stout", but stout as in chubby or big-boned or just thick in some places or what? The part about the scales is also a bit confusing - is each scale both green and black, do the green scales cover certain parts of her body while the black ones cover others, or what? And it makes it sound like the silver scales are tougher than usual; I'm not sure if you were implying this. You also didn't describe the pattern on her scales, so I have no idea what her clothes are supposed to look like as a result (the clothes are described as having the same pattern as her scales). Do her toes have claws too? And does she ever transform into an actual dragon form?

Personality: This looks a bit skimpy. Personality is perhaps the most important of all the sections, as it shows how the character interacts with people, responds to new situations, and any quirks they may have. The second sentence where you said she fills the social norms expected of a teenager is rather subjective - is she talkative and outgoing and friendly around people, or is she more manipulative, or more quiet and reserved? The part about not growing any larger would fit better in the Appearance section. What specific things does she like about growing up on the starship? (After all, it's pretty well established that life is good there in the RPG's background.) The last two sentences would probably fit better after the sentence about the social norms, as it has to do with how she acts around people. Overall, not a very well-organized Personality section.

History: Looks pretty decent for the most part, although you could expand on some things like why the parents leave and where they go. Also, it seems strange that she would want to go off and explore the universe on her own, as the starship itself already does a lot of exploring. Additionally, it seems that her parents had been on and off the starship for some time, but you might want to be more clear on this, and also describe where they came from (maybe some foreign planet inhabited by dragons?). If the dragons are from some other planet, it would be a good idea to provide a description of that planet, and provide a somewhat scientific-ish explanation as to why dragons would exist and what abilities they have. Do they breathe fire? Do they have better physical strength than humans? A list of abilities (maybe in an "Other" section) would be nice.

Overall: There are also some spelling and grammar issues with your signup - knee has a K in it, for instance (not sure if this was a typo or not). It might be a good idea to copy and paste your signup into Word so you can easily spot such mistakes. As explained in the History, an abilities section (and if applicable, home planet description - as I doubt dragons are native to Bacchus) would be nice. Planet info can either go in a separate section before the History, or just be integrated into the History itself. You can look at my signup for that RPG as an example, although your signup doesn't have to be anywhere near as long and detailed as mine is (Schade's signup is a better example of proper length and detail). Once you revise this signup a bit, try posting it in the actual signup thread and see if the GM can make any other suggestions.
 
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Crash & Charm

Back I guess
Thankyou so much! I was having some problems with her but you helped me find them. I should be done with the character soon.
 
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