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123 Ideas for Character Flaws
Absent-minded - Preoccupied to the extent of being unaware of one’s immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
Abusive - Characterized by improper infliction of physical or psychological maltreatment towards another.
Addict - One who is addicted to a compulsive activity. Examples: gambling, drugs, sex.
Aimless - Devoid of direction or purpose.
Alcoholic - A person who drinks alcoholic substances habitually and to excess.
Anxious - Full of mental distress or uneasiness because of fear of danger or misfortune; greatly worried; solicitous.
Arrogant - Having or displaying a sense of overbearing self-worth or self-importance. Inclined to social exclusiveness and who rebuff the advances of people considered inferior. Snobbish.
Audacious - Recklessly bold in defiance of convention, propriety, law, or the like; insolent; braze, disobedient.
Bad Habit - A revolting personal habit. Examples: picks nose, spits tobacco, drools, bad body odour.
Bigmouth - A loud-mouthed or gossipy person.
Bigot - One who is strongly partial to one’s own group, religion, race, or politics and is intolerant of those who differ.
Blunt - Characterized by directness in manner or speech; without subtlety or evasion. Frank, callous, insensitive, brusque.
Bold - In a bad sense, too forward; taking undue liberties; over assuming or confident; lacking proper modesty or restraint; rude; impudent. Abrupt, brazen, cheeky, brassy, audacious.
Callous - They are hardened to emotions, rarely showing any form of it in expression. Unfeeling. Cold.
Childish - Marked by or indicating a lack of maturity; puerile.
Complex - An exaggerated or obsessive concern or fear. (List specific complex.)
Cruel - Mean to anyone or anything, without care or regard to consequences and feelings.
Cursed - A person who has befallen a prayer for evil or misfortune, placed under a spell, or borne into an evil circumstance, and suffers for it. Damned.
Dependent - Unable to exist, sustain oneself, or act appropriately or normally without the assistance or direction of another.
Deranged - Mentally decayed. Insane. Crazy. Mad. Psychotic.
Dishonest – Given to or using fraud, cheating; deceitful, deceptive, crooked, underhanded.
Disloyal - Lacking loyalty. Unfaithful, perfidious, traitorous, treasonable
Disorder - An ailment that affects the function of mind or body. (List the disorders name if they have one.) See the Mental Disorder List.
Disturbed - Showing some or a few signs or symptoms of mental or emotional illness. Confused, disordered, neurotic, troubled.
Dubious - Fraught with uncertainty or doubt. Undecided, doubtful, unsure.
Dyslexic - Affected by dyslexia, a learning disorder marked by impairment of the ability to recognize and comprehend written words.
Egotistical - Characteristic of those having an inflated idea of their own importance. Boastful, pompous.
Envious - Showing extreme cupidity; painfully desirous of another’s advantages; covetous, jealous.
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 knowledge.
Illiterate - Unable to read and write.
Immature - Emotionally undeveloped; juvenile; childish.
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; languid; spiritless.
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, occupation, etc.
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; salacious.
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 trying experiences.
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 critical judgement.
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.
Overconfident - Excessively confident; presumptuous.
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 cruelty.
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, sanctimonious.
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 so.
Solemn - Deeply earnest, serious, and sober.
Spineless - Lacking courage. Cowardly, wimp, lily-livered, gutless.
Spiteful - Showing malicious ill will and a desire to hurt; motivated by spite; vindictive person who will look for occasions for resentment. Vengeful.
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 violence.
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, narcissistic.
Weak-willed - Lacking willpower, strength of will to carry out one’s decisions, wishes, or plans. Easily swayed.
Withdrawn - Not friendly or Sociable. Aloof.
Zealous - A fanatic.
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Do you have any suggestions on how to make Dungeon Crawls more.. exciting or have a better atmosphere? Rather than just "The hallway extends 20ft and turns left.." I love dungeons, but as a DM it feels like my delivery is.. bland.
Lots of DMs struggle with this, and for good reason. 
Dungeons are the most mechanically straightforward aspect of the game besides combat, and the immediate shape and contents of them is more pressing to players than the atmosphere. 
But, there are some simple ways to make your dungeons more atmospheric. Here’s my proposed solutions, both a long thinky one and a fast random one:
I think that dungeons should thought about as ‘once functional spaces’. Every place in the world has a purpose for which it was built, even if it’s a weirdo crazy one. Dungeon rooms should almost always be more than just treasure, traps, and monsters. 
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For example, temples have cloisters, treasuries, storage rooms, waiting rooms, choirs, sanctuaries, apse, washing rooms, etc. Each of these rooms has specific objects and furniture inside them, as well as different acoustics. They get decorated with frescoes and murals or hanging art or sculptures. They’re cultural places. Think about them as physical spaces that people would use. 
Now imagine something happened in them, long ago. Why is this place a ‘dungeon’ and not still used? What event caused it to be abandoned? A battle? Plague? Was the place cursed? Come up with that and you can seed the rooms with small historical details: evidence of fights, skeletal remains, treasures hidden so they could be reclaimed later (but never were).
Now add the effects of time and nature. Fabric rots, metal rusts, stone erodes and crumbles. Plants and roots push stone tiles aside, and water seeps in and floods deep places. The passage of ages scours away history and purpose. Now, your once functional rooms don’t appear so functional, but their purpose can still be intuited.
Now add some new tenants. Monsters are always the first to reclaim abandoned civilized spaces: goblins make shantytowns out of old human ruins, beasts make warrens in sepulchral tombs, small dragons and basilisks favour places with statuaries and abandoned treasures. No matter the space or its original purpose, monsters move in and call it home. Sometimes multiple species of monsters…and then they fight or argue over sharing space.
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So now your dungeon has a vivid look and feel. The important bit now is to think about how that imagined space sounds and smells. 
With every room and hallway, imagine how its history smells. Is it acrid or pungent? Smokey or mouldy? Does it smell surprisingly pleasant? If so, that’s often a worrisome sign, because it means something sentient might already be there. 
Audio can clue players into a space faster than any other description. Wind whistling indicates access to the surface…or a much deeper cave. Dripping denotes water (you hope). Creaking could mean doors…or ghosts. Large spaces echo, and sounds warp and distort the further away they are. There’s even different kinds of silence. There’s an empty, lonely silence that comes with long dead spaces, or the claustrophobic close silence of small spaces. 
Appeal to your players senses besides sight. Describe what rooms smell, sound, and even taste or feel like. This is a surefire way to make your dungeon rooms stand out. For example:
“You enter a 20 by 20 foot square room. It’s a stuffy old parlour. Pushing the door open you immediately smell something caustic and sour, but you don’t see an immediate source. All the furniture is rotted, but some of it looks smashed. You can hear the faintest scraping of something against the wall in the adjacent room”.
If that seems like a lot to write, try something like this: Reveal each bullet point as the players inquire about them, or when they make Perception checks:
Parlour, 20 ft square room.
The room feels uncomfortably thick and stuffy.
All the furniture is rotted out. Some of it is smashed. Evidence of a fight.
Smells caustic and sour. The smell comes from under a tattered rug. It’s beholder puke. 50gp if collected and sold to the right buyer.
Scraping sounds from the cloaker in the next room.
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So maybe you already have a pretty basic dungeon and you need to make each room (or block of rooms) less boring. Here’s my handy set of sense tables:
Random Room Sensations:
For each room you want to enhance, roll four dice (a d12, a d10, a d8, and a d6). Your rolls will determine what’s up with this room. Every time you roll a result, cross it out and replace it with a new one you come up with.
Smells (1d12):
Sickly sweet, like rotting fruit or wilting flowers.
Musty, like old people and expired cologne.
Tangy, like body odour and grime.
Dusty, the choking scent of age and ghosts.
Foul, like waste and death; something unholy.
Crisp, like freshly cut grass or unchecked plant life.
Soggy, the lingering smell of still water and flooding.
Pungent, like rot and decay.
Spicy, like herbs and dried ingredients, aged.
Electric, a faint aroma of ozone and metals.
Earthy, like fresh dirt and clay, mixed in with the copper of blood.
Roll again twice, both smells clash together.
Sounds (1d10):
Claustrophobic silence.
Deep, echoing silence.
Low moaning or groaning.
Creaking of wood in the distance.
Faint, maddeningly indistinct whispering.
Faint, maddeningly indistinct whispering in a language you don’t know.
Metal scraping against metal, rhythmically.
Dripping of some kind of liquid onto stone.
Dripping of some kind of liquid into more liquid.
Roll again twice, both sounds are present.
Touch Sensations (1d8):
Dryness on the skin, chapped lips and dry eyes.
Cold dampness, water beads on metal items.
Humidity, clothes become hot and heavy, metal feels colder.
Dry heat, throats become parched, skin itches.
Pressure change, ears pop and noises distort.
Static tingling, hair stands up on end, goosebumps.
Unholy chill, shivers, goosebumps, a sense of unease.
The feeling of being watched, an uncomfortable presence.
Kinds of Darkness, if applicable (1d6):
Grey, distant darkness that yields to lantern light.
Cloying, smothering darkness that seems to draw close to you.
Eerie still darkness that feels like it holds endless monsters.
Calm, still darkness that invites restfulness.
Flickering, shifting darkness where the room seems to be moving.
Impenetrable darkness that makes darkvision endowed races feel at uneasy.
I hope all this helps make your dungeons a little less boring. The dungeon tables in the back of the 5e Dungeon Master’s Guide from @dndwizards is also helpful in this regard. 
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Nothing cheers you up like Ice-cream
Get it? You got it right? Please tell me you got it
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Also, thanks for 1.5k followers! This blog fucking blew up. I’m still fucking shocked that I even passed a hundred. 
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@getuyoubi5
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“But if you forget to reblog Madame Zeroni, you and your family will be cursed for always and eternity.”
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No harm to any religion. It’s just a lamp ads by an Australian company. However, it’s funny!
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i had a theory
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RWBY: the show that made people cry because Mulan and Thor held hands. 
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Before / After 
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creative.mp4
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Can you hear me sobbing
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I’m the birb that gets embarrassed by her man
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End me now
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THE DANCING DRAGONS
anyway this is basically my current FEH team of All Faves. Not super rounded but they’re super cool so that’s all that really matters. I am. Super proud of that line-art. Whole thing took…at least 10 hours.
also bonus bc Lucina has a dragon killing sword yes they’re blue but blah blah:
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Azura is my designated Lucina/Chrom/Marth slayer anyway
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A smol awoo
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Done with Adobe Photoshop CS6, no idea how much time I have spent on this one, but it’s got 186 frames (mind you, that’s the longest animation I posted on dA, so I consider it my personal record). That’s almost 15 seconds. WHOA, right?
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