These are my opinions and suggestions. I may preach this stuff passionately, but I'm not trying to create any golden rules here.
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See, 90% of wRHG characters are, at their very base, human. And your average humanoid character should have a primary power, a secondary power, a physical enhancement and maybe one or two very small things for character effect.
If you’re going for a duo, you should have each character have a secondary effect since the fact that there is two people should count as primary enough.
If you’re going for something that is not human, well, then things get messy. You’ll have to rewrite the whole being from the ground up. Don’t do this unless you’re utterly confident in your skills of balancing. These things can get OP pretty damn fast.
First off! Primary powers. These are the main abilities of characters. If you’re going with a single character, they certainly need this. It is their most useful tool, their most prominent power, it covers a wide range of utilities. It can be, say, telekinesis, teleportation, a magic sword, etc. BUT! It should never be a clusterfuck. I’ll get to that in the Toolbox part later on. Also, note, try to avoid impracti-cool weapons like scythes. (FYI, the scythe is a farming tool meant to reap crops. It was given to the grim reaper because souls are his crop. When he swings it, it’s like a farmer reaping crops. It’s not a bloody weapon.)
Secondary powers. They should compliment primary ones. If you have a magic sword for a primary, maybe have a shield or a magic piece of armour. If you have a big-ass gun for a primary, use a pistol for a secondary. The primary should make up about 60-70% of the user’s power, whereas the secondary can make up 40-30%.
Physical enhancements. You are pitting your character in a world full of other characters! They’re going to need some sort of physical thing to help them deal with, and against, all these amazing people. Will they have armour for more defence? Will they be strong, agile and trained in parkour? Will they be super smart? These sorta things. Be reasonable with them, they should match the character.
And as for the one or two small things for character effect, these should be things that only make up about 2% of a character’s power. Not made for fighting. Made for character themself.
Example! My character, Trench. Primary power is he carries a shotgun that comes with a bayonet and three pouches of ammo, each pouch holding different types of shell. Secondary power, he has a trench knife that lets him deal strong melee hits and, when he runs out of shotgun ammo, duel-wield with his bayonet for effective melee. Physical enhancement, he wears a ballistic mask and armour that lets him take hits. And, for the extra little thing for character effect, his boots can kick down doors easily.
That character is accepted to be badass. Rightly so. And he’s easy to use and understand.
REMEMBER. Your character must not only be fun for YOU to write, but for your opponent to write, and also for the spectators to read. If these people have to constantly check your character page as they’re writing/reading, you have gone horribly wrong.[/spoiler]
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Imagine a toolbox. Bear with me here. No- put the giant paws away, I mean the other kind of bare. Yeah.
A toolbox. A metal box holding a bunch of different tools. Various screwdrivers, a saw maybe. Sandpaper. Glue gun. Allen keys. That sorta thing. When you come across something that needs tooling, you just reach in, grab the perfect tool made for it, and tool that sonuvabitch. Your toolbox lets you tool anything.
And then there's multitools. A swiss army knife. Holds a flat screwdriver head, some knives, corkscrew, etc. Now, it's not as full as a toolbox, but it's neat, it's classy and it's a single tool, not multiple tools for separate individual things. It's one thing you can use that covers the ground of many things, but not all things.
You may have caught on to what I'm talking about. If not, now's the time for me to break subtlety. Character powers.
If your character has five different powers then something's wrong. You've read my Primary, Secondary and Physical power part, haven't you? It's up there. Above this one. Well, some people like to give their characters more than one primary power. They like to have powers that cover all things, or near enough all. They're toolboxes. They're a mess, a clutter of powers just thrown together with some weak structure that could only stand up in that writer's mind, where physics don't apply and the points don't matter.
Thing is about fighting a toolbox is that it's gonna suck. You think you have the upper hand? Nope, turns out they have a thing for that too. Honestly, the biggest excuse for this sort of thing is "omg it’s ok since they'll not write it all and they’ll limit it for entertainment lol" no no no no no leave get out close the door and go into a door store and close all THOSE doors and then go into a glassware shop and smash all the jars since I want you to make sure nothing is a jar when you shut your goddamn doors and goddamn LEAVE ALREADY. I'm talking about characters. I'm talking about what people see when they read them. Using them is different. I'm about character potential here.
It's not fun to fight against someone who has the potential to cover all ground. Sure, they might have weaknesses (or only limits if you're wanting to be a TRUE tool) but they're gonna have to dodge around all your tools to get there and it's gonna be tedious and unfun.
But. A multitool. Ahaha, I love it. If you have a bunch of stuff to deal with individual things, you lose creativity. You may create the illusion of it but really, no. Having something that you can bend and contort and can cover a range of things by itself is great. Having a secondary ability to further enhance that is great too. But remember, even if a swiss army knife is a multitool, it can't have all tools. It covers a good area, but still leaves plenty of room. And the fun is, sometimes, you fiddle around a bit and you dig your nail in and find a tool in there that you had no clue about.
Examples! A toolbox power would be a magic wand with a list of 20-odd spells. A multi-tool power would be a dagger that could cut through anything. The wand can have a spell for most situations, if not all, but the dagger is a tool that can be used to do many things. Unlock doors, disarm weapons, attack, it can depend on whatever situation you’re in!
Oh, and note about multi-tools. If you’re going to have a power like “guy can generate material he can mold into anything he wants and make it as hard as steel” then you’re pretty much doing this with a multitool. Come on, man. At least balance that shit heavily.
See, toolboxes lack creativity and can cover most possible applications. Multitools inspire creativity and cover a good portion of applications. And that is the Toolbox Effect.[/spoiler]
A REAL HUMAN BEING AND A REAL HERO (Click to Show)
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This is what I’d rather you do. Don’t ditch that power. BUT! Put a creative twist on it. A spin. Make it fun and unusual. Can you teleport? Do it so you can only teleport when completely out of sight. Telekinetic? You want to give them a sword that has powers? Why not a dagger that DISABLES powers! Come on, guys. Be original.
I don’t want to see rehashed trash done by noobs who wanna imitate the greats. Put in some work.[/spoiler]
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I’ve come across the term “brick wall.” When a character is a brick wall, it means that talking to them is like, well, talking to a brick wall. Don’t treat characters like they’re only there to advance the plot. Don’t give them shallow personalities.
I know it’s hard to list these things in the Personality section alone, but don’t forget! You have a demo to write too! Explore on the character. Make them believable. True, it can take a long time to get someone with depth, so don’t worry. Just start by trying and evolve the character through your works. Maybe write a standalone story now and then? Plenty of character interaction too, please.
And also, remember this. It’s hard to write a sociopathic and/or evil character without it being, well, edgy. Since Azure dislikes that word, I’ve come up with synonyms. High school gothic cool. Angsty. Preteen dreams. Yeah.
Do you want to make a villain? Well, remember that the good, best, (non-comical) villains do not want to hurt for the sake of hurting. People who are seen as evil are people who are convinced they are doing what is needed, what is right.
There was once a person who grew up in a country that was suffering. He entered politics, and with amazing speech skills, he promised greatness for the country and he damn well achieved it. Until he started going crazy and killed millions. But people went along with it because they followed his delusions! Yes, Hitler is evil. Anyone who commits mass murder of such a scale can only be perceived as sinister. But remember, to do such a thing he needed the help of hundreds of thousands. Are they as evil as he was? They were as deluded as he was.
True evil happens when a person believes they’re doing good, but for some reason (maybe a bad upbringing, maybe they’re a sociopath, maybe mentally unstable, many reasons) they go about it wrongly.
You should never have your character hurt for the sake of hurting. Handyman has a habit of pinning bodies on walls and tearing their mouths open into a gory, gruesome smile. He does this because he has been lonely since time immemorial and this is the closest he can ever get to making children, to friends like him. They are dolls with faces, also contorted into massive smiles, to comfort his loneliness.
BUT! What if you want your characters to be edgy because… you actually do think that “high school gothic cool” is, well, actually cool? You are most likely a teenager. If your age starts with a 1, rethink thyself. Maybe you’ve watched a little bit too much Hellsing or The Matrix. black trench coats, sunglasses, people going “psssh...nothin personnel....kid…” or wields katanas or- just stop reading the gothic mangas, research shit and go for the type of cool that all can appreciate. I don’t want any of your marty stu/mary sue characters that listen to linkin park in their relax time and share dank memes on the internet.
Also, past stories! Each page has a section for a story to tell you how that character got where they are. You need not do massive detail, but remember that everything a person is, is because of their past. Say, if a big point in their life was almost drowning, they may become a hydrophobe. Perhaps due to the loss of a loved one they are disconnected, or maybe because of the gain of a loved one they are sensitive. (And if you want to use a big organisation in your past or something, nip to my wRHG organisation resource thread! I will talk about character origins in the next chapter.
Then there’s contradictions. I shouldn’t need to say this, but don’t say one thing and have another happen. If you say your character doesn’t like killing, then don’t have them end up killing people acting all bloodthirsty and rampage-y! If they’re not a weapon user, don’t give them weapons. Come on. Make sense here.
So uh, that’s me talking about characters’ characters. Had no real structure to this one like the previous ones.[/spoiler]
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Your character is going to be unique! But remember, that doesn’t mean every part of their past has to be unique, or in some cases, that doesn’t mean every part of their past has to roughly match the past of most goddamn unique characters.
Loved ones died so you went out to avenge? Escaped lab experiment? (even though they test stuff on bloody mice and monkeys first?) Are you going to push your introverted and bullied past onto them? Well, it’s good to write from experience, so I’m not against any of these. IF. IIIF. You do what you should do with cliche powers, and put a goddamn original twist on them.
Loved ones died? You’re lonely so you set out to find a new family. Escaped lab experiment? How about lab experiment set free, but you wish to return because the only ones like you are trapped in the same captivity you were all that time ago. Introverted and bullied past? What if you were the bully, and you had to write about what sort of things pushed you towards acting like that, followed by the path to bettering yourself into an actual respectable character.
Conflicts! They are good. They give you goals other than “punch other person in face until you win.” Conflicts give characters… character. Dreams, hopes, goals for them to reach. Maybe you want to give them a rival? A companion? The more your character talks, the more they show emotions and feel, the more realistic and believable they can get. Just try not to make them into brick walls or purely there to advance the plot.
Remember, if you feel like you’re using a cliche, or something that you feel is just too common, put an original twist on it. Guide it towards building character. Don’t try to make