Tools for Character Creation

Just a few places to get character creation inspiration from

The Moral Compass
Credit u/BoboTheTalkingClown

When creating a character using The Moral Compass, you should first determine five things about the character:

Their Oath, corresponding with the Lawful side of the law/chaos axis, should be some sort of self-imposed restriction. Examples include "always follow the law of the land", "never turn down an invitation to duel", or "never disobey an order from a superior officer".

Their Whim, corresponding with the Chaotic side of the law/chaos axis, should be some sort of natural short-term impulse. Examples include "stop and smell the roses", "try to make people happy", or "value shiny objects".

Their Conscience, corresponding with the Good side of the good/evil axis, should be something  you  consider to be a 'good tendency'. No need to systematize it! Use your best judgement and be honest. Examples include "protect my family", "be as fair as possible", "be merciful to the helpless".

Their Temptation, corresponding with the Evil side of the good/evil axis, should be something  you  consider to be an 'evil tendency'. Like above, use your best judgement! Examples include "torturing people is OK when they deserve it", "all elves are bastards", and "stealing isn't wrong".

Their Goal, corresponding with general neutrality, should be a rational medium-term or long-term objective. Examples include "become rich", "sire a family", and "avenge my father's death".

When you've determined all 5 for a character, choose 2 of them (or just their Goal) as the character's focus, which determines their alignment, as well as their character's behavior. All five are important to the character, but one or two are the most important!

The NPC Grid
This is a 3x3 group of NPCs to add investment in the world to players, as well as some other factors.
 * Three friends, those who would seek out the player's help or offer their own for little to no price in return. These could be family members, old friends, or even mentors from before their adventuring days.


 * Three acquaintances, those who would offer work or jobs to the player, or would help out but for a price. These could be contacts in guilds, officials in cities or honestly whatever they want.


 * Three rivals, those who are not in favor of the player's character. These do NOT have to be rampaging murderers out to end the life of the character, but could be competitive rivals from their hometowns, could be ex-love interests who would make your day harder if you cross paths with them, or could be that scorned bounty hunter who wants to end your life.