Hair color and height are a fine start. They’re not enough.
By the time you reach this page, you know what your character can do (gifts, skills), where they came from (background), and who they are on the inside (defining moments, mindset, motivations). Appearance is where all of that becomes visible — or deliberately invisible. A lifetime of choices, labor, and damage leaves marks. A lifetime of fears and secrets shapes what someone tries to hide.
The goal here is not to produce a portrait. It’s to find two or three details that feel true to this specific person — details that other players will notice, remember, and eventually ask about. Those details do more for a character’s presence at the table than any description of eye color ever will.
None of this affects rolls or action points. It gives your GM texture to work with and gives your character a surface that other people can read — or misread.
Your gifts and skills live in your body. Someone who has spent years hauling cargo looks different from someone who has spent years bent over books. That difference shows — in the hands, in the posture, in how much space a person takes up without thinking about it.
But bearing is a choice. Not everyone carries themselves honestly.
What to ask about your character:
The gap between what a body can do and what its owner lets it show is itself a character detail. A physically powerful person who makes themselves seem small has a reason for that. So does a slight person who takes up exactly as much space as they’re entitled to.
The face is the hardest thing to control. You can choose your clothes. You cannot choose whether your jaw tightens when someone in authority enters the room.
A face carries history. Not in some mystical sense — in the practical sense that laughing for twenty years leaves different marks than twenty years of being careful. The expressions a person reaches for most often become the ones that live there permanently.
Some faces worth considering:
Think about the expression your character wears when they think no one is watching. That’s usually more interesting than the one they put on.
Clothing is the easiest thing to lie about.
A background shapes what someone defaults to: the worn-in boots of someone who has walked a lot of miles, the particular way a sailor knots things out of habit, the instinct a noble has for fabric quality even when they can’t afford it anymore. But backgrounds also explain deliberate departures from the expected. The criminal who dresses like a clerk. The deserter who left his uniform in a ditch three counties back. The prostitute who, off the clock, favors plain clothes that make her invisible, because invisibility is what she never gets to have at work.
What to ask about your character:
Fashion from a distant shore, a coat that’s clearly too expensive for the rest of the outfit, the absence of something that ought to be there — all of this tells a story before your character opens their mouth. The question is whether you control the story or let it tell itself.
This is the section worth spending the most time on.
Almost everyone hides something. Not because they are dishonest, but because some things feel too exposed to carry visibly. Trauma, shame, capability, fear, history — all of it gets managed. The managing is not a character flaw. It is a human response to having lived.
Look at your defining moments. Ask: which of these would my character prefer that a stranger not see? That preference shapes the surface you present to the world.
What people hide, and why:
Now ask the harder question: what gives them away?
Involuntary tells are the gap between the managed surface and the truth underneath. They are not character flaws to be punished. They are the details that make a character feel like a real person — and they give other players something to notice and respond to.
The kinds of tells that feel true:
Your mindset shapes how this plays out. A cautious character suppresses tells carefully and deliberately. An impulsive one may not have noticed they have them. A proud character may refuse to hide what shames them, wearing the history plainly because asking for discretion feels like a different kind of defeat.
Some details live on the body. Scars, calluses, marks made by time or choice or accident — these are the physical evidence of a life, and they tell stories with more specificity than almost anything else.
A scar on the hand of a craftsman means something different from the same scar on a former soldier. Both are different from a scar someone has and no memory of how they got it. The detail is not just the mark — it’s what the mark implies.
Details worth considering:
What to show and what to hide is itself a character choice. Some marks are worn openly, with history. Others are kept out of sight — not with shame, exactly, but with a careful preference for not explaining.
You do not need a full portrait. You need two or three things.
Pick the details that would hit a stranger in the first five seconds: something about the build or bearing, something about the face, something about the clothing or what’s missing from it. Any two of these is plenty. Three is more than enough.
Then consider including one detail that is not quite right — something that doesn’t fit the surface the character is presenting, or that leaks through despite their best efforts. That tension is what other players will notice. It is what makes a character feel like they have a past rather than a backstory.
Examples of three-detail portraits:
You are not writing a novel. You are giving the other people at the table something to see. Two sentences is enough to make a character real. What matters is that at least one of those sentences leaves room for a question.
See also: Character Identity — defining moments, mindset, and motivations.
Back to Character Creation.
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