OC Character Wheel: Build a Character in 8 Spins

Eight chips, eight spins, one character: species, age, hair, eyes, personality, power, job and flaw.

5101520253035404550556065707580859095100105110115120125130

Spin 1 · number 100

Kitsune

A fox spirit in human shape. Decide which fox trait refuses to hide. Next: tap 2 Age.

Every spin uses the whole wheel.

133 traits on the wheel.

Numbers on the wheel

  1. Child (5 to 12)
  2. Teen (13 to 19)
  3. Young adult (20 to 29)
  4. Adult (30 to 44)
  5. Midlife (45 to 64)
  6. Elder (65 to 99)
  7. Ancient (100 and up)
  8. Jet black hair
  9. Dark brown hair
  10. Chestnut hair
  11. Auburn hair
  12. Copper hair
  13. Ginger hair
  14. Strawberry blonde
  15. Golden blonde hair
  16. Platinum blonde
  17. Salt and pepper hair
  18. Silver hair
  19. White hair
  20. Pastel pink hair
  21. Cherry red hair
  22. Emerald green hair
  23. Teal hair
  24. Electric blue hair
  25. Lavender hair
  26. Dark brown eyes
  27. Brown eyes
  28. Amber eyes
  29. Hazel eyes
  30. Green eyes
  31. Blue eyes
  32. Light blue eyes
  33. Blue-gray eyes
  34. Gray eyes
  35. Two different colors
  36. Gold-flecked eyes
  37. Violet eyes
  38. Ruby red eyes
  39. Molten gold eyes
  40. Acid green eyes
  41. Mirror silver eyes
  42. Void black eyes
  43. Glowing eyes
  44. Curious
  45. Patient
  46. Loyal
  47. Brave
  48. Witty
  49. Cheerful
  50. Calm
  51. Resourceful
  52. Generous
  53. Honest
  54. Dreamy
  55. Blunt
  56. Shy
  57. Sarcastic
  58. Ambitious
  59. Stoic
  60. Dramatic
  61. Cautious
  62. No power at all
  63. Animal speech
  64. Perfect recall
  65. Danger sense
  66. Night vision
  67. Wall crawling
  68. Water breathing
  69. Voice mimicry
  70. Mending touch
  71. Opening any lock
  72. Ten-second rewind
  73. Spirit companion
  74. Lie detection
  75. Fog making
  76. Plant control
  77. Shadow stepping
  78. Telekinesis
  79. Shapeshifting
  80. Baker
  81. Librarian
  82. Detective
  83. Paramedic
  84. Cartographer
  85. Florist
  86. Ship captain
  87. Veterinarian
  88. Archivist
  89. Welder
  90. Tour guide
  91. Musician
  92. Zookeeper
  93. Mail carrier
  94. Chef
  95. Astronomer
  96. Firefighter
  97. Farmer or rancher
  98. Human
  99. Elf
  100. Kitsune
  101. Dwarf
  102. Fairy
  103. Half-giant
  104. Orc
  105. Centaur
  106. Merfolk
  107. Werewolf
  108. Catfolk
  109. Half-dragon
  110. Dryad
  111. Demigod
  112. Vampire
  113. Ghost
  114. Android
  115. Plant person
  116. Stubborn
  117. Reckless
  118. Gullible
  119. Forgetful
  120. Bossy
  121. Nosy
  122. Vain
  123. Hot-tempered
  124. Cowardly
  125. Indecisive
  126. Boastful
  127. Messy
  128. Know-it-all
  129. Superstitious
  130. Clingy
  131. Greedy
  132. Insecure
  133. Touchy

Results

  1. 1. Kitsune

Tip: the space bar and the Enter key spin the wheel, and so does a tap on the wheel itself. Press again to skip to the result.

OC Character Wheel: Build a Character in 8 Spins: how it works

This OC character wheel builds an original character in eight spins on one page. Tap 1 Species and press Spin the wheel, then work along the chips: age, hair, eyes, personality, power, job and flaw. Each result card carries a design prompt and names the next chip. After spin eight, Copy puts the sheet on your clipboard.

How the eight spins run

The page opens on All with one sample result in the Results list. Press Clear results, tap 1 Species and spin. Read the card, tap 2 Age and spin again. After eight spins the list reads like a sheet: Kitsune, Teen (13 to 19), Copper hair, Amber eyes, Blunt, Fog making, Baker, Superstitious. As a spin-the-wheel character maker it keeps each list short, 18 entries a chip and seven for age, so every label can be read on a phone.

Keep six, overrule two

Eight random traits rarely agree, and that is their use. A cheerful elderly elf who bakes, makes fog and cannot keep a secret is a premise you would not have planned. Keep six results and change two on purpose. The two you overrule show what you wanted all along, and the six you kept stop it from being the hero you always make.

Tips

  • Stuck for OC ideas? Spin the wheel on All: one random line out of 133 is a drawing prompt by itself.
  • For a realistic story, skip 1 Species and 6 Power. The OC maker does not mind: six lines still make a person.
  • In an art swap, spin all eight for your partner and allow one veto each.

Questions and answers

What order should the steps go in?

The chips are numbered in sheet order: species, age, hair, eyes, personality, power, job, flaw. Species comes first because it sets the scale: an age that is old for a human can be young for an elf. Flaw comes last so it can push against the personality already chosen. For a group game, spin them in any order.

Why only 18 entries on each chip?

So the labels stay readable and a sheet takes a minute, not ten. Each chip is a short pick from a full wheel on this site: 133 species, 120 personality traits and flaws, 150 powers and 150 jobs, plus the hair and eye color wheels. Most result cards link to the full wheel for when one line deserves more choice.

How many different characters can eight spins make?

About 4.3 billion. Seven chips hold 18 entries and the age chip holds 7, and 18 to the power of 7, times 7, is 4,285,540,224 sheets. Two people spinning the same eight chips are unlikely ever to meet the same character.

More like this

Random tool Browse Character Wheels

All 133 traits

2 Age 7

  • Adult (30 to 44) Settled into the work. Show it in the hands and the posture. Next: tap 3 Hair.
  • Ancient (100 and up) Not every species gets here. If yours cannot, make it a curse, a spell or a clerical error. Next: tap 3 Hair.
  • Child (5 to 12) Short limbs and scraped knees. The job in step 7 becomes a chore, a hobby or what they want to be. Next: tap 3 Hair.
  • Elder (65 to 99) Decades of habit. Decide what they have stopped caring about. Next: tap 3 Hair.
  • Midlife (45 to 64) Good at the job and a little tired of it. Add lines and a favourite coat. Next: tap 3 Hair.
  • Teen (13 to 19) All elbows. The job may be school, an apprenticeship or a first shift somewhere. Next: tap 3 Hair.
  • Young adult (20 to 29) New at everything: first real job, first place of their own, first real mistake. Next: tap 3 Hair.

1 Species 18

  • Android How close to human? One visible seam or panel line tells the viewer. Next: tap 2 Age.
  • Catfolk Settle the ratio: a person with ears and a tail, or a cat that walks upright. Next: tap 2 Age.
  • Centaur Choose the horse half first: a draft horse and a racer are different people. Next: tap 2 Age.
  • Demigod One godly feature on an ordinary person says more than a full glow. Next: tap 2 Age.
  • Dryad Choose the tree and you have the palette and the home. Let the hair spin fight it or fit it. Next: tap 2 Age.
  • Dwarf Give them a craft now. The tools on the belt can argue with the job in step 7. Next: tap 2 Age.
  • Elf Decide how long they live before you spin the age: old for a human can be young for an elf. Next: tap 2 Age.
  • Fairy Pick the wing type first: moth, dragonfly and leaf wings give three different people. Next: tap 2 Age.
  • Ghost Choose how solid they are: a chill in the room, a wisp or a full figure. Next: tap 2 Age.
  • Half-dragon Ration the dragon. Horns, scales, tail, wings and breath all at once leave no room for a person. Next: tap 2 Age.
  • Half-giant Fix the height in feet now. Every doorway, boot and borrowed horse depends on it. Next: tap 2 Age.
  • Human No horns or wings to lean on, so the job, the era and the pockets do the work. Next: tap 2 Age.
  • Kitsune A fox spirit in human shape. Decide which fox trait refuses to hide. Next: tap 2 Age.
  • Merfolk Match the tail to a real fish and the palette follows. Hair and eyes can clash with it on purpose. Next: tap 2 Age.
  • Orc Tusks and green or gray skin by convention. Give them a culture before an axe. Next: tap 2 Age.
  • Plant person Pick the plant. It may nap in the sun, wilt in winter and flower when happy. Next: tap 2 Age.
  • Vampire Decide what they refuse to give up from life. It will show in the job. Next: tap 2 Age.
  • Werewolf Two model sheets, one person. Keep one feature the same in both shapes. Next: tap 2 Age.

3 Hair 18

  • Auburn hair Redder than chestnut, browner than copper. Warm without shouting. Next: tap 4 Eyes.
  • Cherry red hair A red no natural redhead has. Dyed, or not human. Next: tap 4 Eyes.
  • Chestnut hair Reddish brown. The red shows only where the light lands. Next: tap 4 Eyes.
  • Copper hair Bright orange-red with a metallic look. It needs a sharp shine band. Next: tap 4 Eyes.
  • Dark brown hair Black indoors, brown in sunlight. A quiet choice that lets the eyes lead. Next: tap 4 Eyes.
  • Electric blue hair Strong enough to be the one accent color of the whole design. Next: tap 4 Eyes.
  • Emerald green hair Dark enough to pass as black at night, then turn green under a lamp. Next: tap 4 Eyes.
  • Ginger hair The brightest natural orange-red. It will be the first thing anyone mentions. Next: tap 4 Eyes.
  • Golden blonde hair Warm yellow-gold. Backlight it and the outline glows. Next: tap 4 Eyes.
  • Jet black hair The shine runs cool, close to blue. Keep browns out of it. Next: tap 4 Eyes.
  • Lavender hair Pale gray-violet. Push the violet or it reads as gray. Next: tap 4 Eyes.
  • Pastel pink hair Pale pink sits on very light hair, so darker roots add realism. Next: tap 4 Eyes.
  • Platinum blonde Close to white. Natural, bleached or a sign of magic: your call. Next: tap 4 Eyes.
  • Salt and pepper hair Dark hair with gray strands. On a teen or a child it needs a story. Next: tap 4 Eyes.
  • Silver hair Old age on a human, nothing unusual on an elf or an android. Next: tap 4 Eyes.
  • Strawberry blonde Light warm gold with a pink-orange cast. Easy to lose next to pale skin, so darken the brows. Next: tap 4 Eyes.
  • Teal hair Halfway between blue and green, so it sits beside warm and cool outfits alike. Next: tap 4 Eyes.
  • White hair Shade it with pale blue-gray and leave the lit areas plain. Next: tap 4 Eyes.

4 Eyes 18

  • Acid green eyes At a glance it signals poison, magic or science gone wrong. Next: tap 5 Personality.
  • Amber eyes Solid gold or copper. On a beast-folk species it reads as the animal showing through. Next: tap 5 Personality.
  • Blue eyes Blue reads differently in warm and cool light, so pick the scene before the swatch. Next: tap 5 Personality.
  • Blue-gray eyes Between blue and gray. It borrows color from whatever the character wears. Next: tap 5 Personality.
  • Brown eyes Paint a lighter ring near the pupil and the eye reads warm, not flat. Next: tap 5 Personality.
  • Dark brown eyes The pupil barely shows, so a bright highlight has to keep the eye alive. Next: tap 5 Personality.
  • Glowing eyes An effect, not a color. Spin again for the color, then light it from inside. Next: tap 5 Personality.
  • Gold-flecked eyes Spin again for the base color, then dot in gold, densest near the pupil. Next: tap 5 Personality.
  • Gray eyes Add a little blue or green on the shadow side so it does not go flat. Next: tap 5 Personality.
  • Green eyes For a realistic character keep it muted, nearer moss than emerald. Next: tap 5 Personality.
  • Hazel eyes Brown and green mixed, shifting with the light. Note which one wins indoors. Next: tap 5 Personality.
  • Light blue eyes A dark rim around the iris stops a pale eye from washing out. Next: tap 5 Personality.
  • Mirror silver eyes Gray pushed to metal. Suits androids, moon spirits and seers. Next: tap 5 Personality.
  • Molten gold eyes Metallic and much brighter than amber. A pale band across the iris sells the metal. Next: tap 5 Personality.
  • Ruby red eyes Rival, vampire or dragon blood. On a baker it becomes a running joke. Next: tap 5 Personality.
  • Two different colors One eye each. Spin 4 Eyes twice more for the pair. Next: tap 5 Personality.
  • Violet eyes A storybook color. A realistic character can borrow a hint of it in deep blue. Next: tap 5 Personality.
  • Void black eyes Iris and pupil merge into one disc, so the highlight carries all the expression. Next: tap 5 Personality.

5 Personality 18

  • Ambitious Wants the next rung. Name the rung. Next: tap 6 Power.
  • Blunt Says the quiet part first. Not the same as unkind. Next: tap 6 Power.
  • Brave Brave about what? Heights and honesty are different kinds. Next: tap 6 Power.
  • Calm The still one in a loud room. Save one thing that does rattle them. Next: tap 6 Power.
  • Cautious Checks the exits. Funniest when the power in step 6 is a reckless one. Next: tap 6 Power.
  • Cheerful Sunny by default. Strongest next to a grim job or a grim species. Next: tap 6 Power.
  • Curious Opens every door and reads every label. Decide what it has cost them so far. Next: tap 6 Power.
  • Dramatic Every entrance is an entrance. Dress them for it. Next: tap 6 Power.
  • Dreamy Half elsewhere. Decide where elsewhere is. Next: tap 6 Power.
  • Generous Gives things away, including things they need. Next: tap 6 Power.
  • Honest Tells the truth when it is not wanted. Good friction in any group. Next: tap 6 Power.
  • Loyal Name who they are loyal to. The flaw in step 8 will test it. Next: tap 6 Power.
  • Patient Waits well. Show it in a hobby that takes years. Next: tap 6 Power.
  • Resourceful Fixes it with what is in the bag. List what is in the bag. Next: tap 6 Power.
  • Sarcastic Armor made of jokes. Decide what it protects. Next: tap 6 Power.
  • Shy Quiet until the right subject comes up. Pick the subject. Next: tap 6 Power.
  • Stoic Shows little. Give the artist one tell: a jaw, a thumb, an ear. Next: tap 6 Power.
  • Witty Fast with a line. Decide who does not find it funny. Next: tap 6 Power.

6 Power 18

  • Animal speech Decide which animals answer back, and which ones gossip. Next: tap 7 Job.
  • Danger sense A few seconds of warning and no details. It ruins surprise parties. Next: tap 7 Job.
  • Fog making Not a fighting power. A hiding, leaving and stage-effect power. Next: tap 7 Job.
  • Lie detection Hears every lie, including kind ones. Hard on friendships. Next: tap 7 Job.
  • Mending touch Fixes broken objects, not people. Popular with the neighbours. Next: tap 7 Job.
  • Night vision Sees in the dark. Bright rooms may hurt, which is a free weakness. Next: tap 7 Job.
  • No power at all Most people have none. Let the job and the flaw carry the story. Next: tap 7 Job.
  • Opening any lock Handy, and suspicious. Decide whether anyone knows. Next: tap 7 Job.
  • Perfect recall Never forgets. Decide what they wish they could. Next: tap 7 Job.
  • Plant control Grows a garden in a day. Useless in a stone cell with no seeds. Next: tap 7 Job.
  • Shadow stepping In through one shadow, out through another. Noon is a bad hour. Next: tap 7 Job.
  • Shapeshifting Give every shape one tell that carries over. Next: tap 7 Job.
  • Spirit companion Design the companion as a second, smaller character. Next: tap 7 Job.
  • Telekinesis Set the weight limit now: a teacup, a person or a cart. Next: tap 7 Job.
  • Ten-second rewind Ten seconds, once in a while. Enough to unsay one sentence. Next: tap 7 Job.
  • Voice mimicry Any voice after one hearing. Their own voice is the one nobody remembers. Next: tap 7 Job.
  • Wall crawling Design the hands and feet for it, and wear the shoes out first. Next: tap 7 Job.
  • Water breathing Where are the gills, or is it magic? It changes every outfit. Next: tap 7 Job.

7 Job 18

  • Archivist Gloves, boxes and other people's secrets, filed. Next: tap 8 Flaw.
  • Astronomer Awake when everyone else is not. Pale, patient and good with numbers. Next: tap 8 Flaw.
  • Baker Up before dawn, flour to the elbows, burns on the forearms. Next: tap 8 Flaw.
  • Cartographer Ink on the fingers and an opinion about every coastline. Next: tap 8 Flaw.
  • Chef Knife roll, clogs and a short temper at eight in the evening. Next: tap 8 Flaw.
  • Detective Notices shoes first. Give them a notebook and one case that got away. Next: tap 8 Flaw.
  • Farmer or rancher Weather in the knees, soil in the boots, up with the light. Next: tap 8 Flaw.
  • Firefighter Heavy kit and long waits. Decide what they do between calls. Next: tap 8 Flaw.
  • Florist Cold hands, sharp scissors and the language of every occasion. Next: tap 8 Flaw.
  • Librarian Knows where everything is and who returned it late. Next: tap 8 Flaw.
  • Mail carrier Knows every door and every dog on the route. Next: tap 8 Flaw.
  • Musician Pick the instrument now. It decides the hands and the luggage. Next: tap 8 Flaw.
  • Paramedic Calm hands and a bag packed the same way every time. Next: tap 8 Flaw.
  • Ship captain Reads the weather before the news. Draw the hat last. Next: tap 8 Flaw.
  • Tour guide Walks backwards while talking. Knows one story per street corner. Next: tap 8 Flaw.
  • Veterinarian Patients that bite and cannot explain. Scratches come standard. Next: tap 8 Flaw.
  • Welder Mask, leathers and a squint. The work shows in the shoulders. Next: tap 8 Flaw.
  • Zookeeper Smells of hay. Has a favourite animal and will not admit it. Next: tap 8 Flaw.

8 Flaw 18

  • Boastful The story grows each time. Let one listener know the true size. Sheet done: press Copy.
  • Bossy Has a plan for everyone. Sometimes it is even a good one. Sheet done: press Copy.
  • Clingy Hates goodbyes. Decide who left. Sheet done: press Copy.
  • Cowardly Knows every exit. Bravery, when it comes, will mean something. Sheet done: press Copy.
  • Forgetful Keys, names, the plan. Give them a system that almost works. Sheet done: press Copy.
  • Greedy Wants the bigger half. Name what they hoard. Sheet done: press Copy.
  • Gullible Believes the first version of every story. Sheet done: press Copy.
  • Hot-tempered Quick to flare, quick to regret. Show the apology as well. Sheet done: press Copy.
  • Indecisive Still choosing. Would have spun a wheel for it. Sheet done: press Copy.
  • Insecure Fishes for praise. Set it against the trait from step 5. Sheet done: press Copy.
  • Know-it-all Corrects people. Worse when right. Sheet done: press Copy.
  • Messy Draw the desk, the bag or the room and you have drawn them. Sheet done: press Copy.
  • Nosy Reads over shoulders. A strength in a detective, a problem in a neighbour. Sheet done: press Copy.
  • Reckless Jumps first. Pair it with the power and count the broken things. Sheet done: press Copy.
  • Stubborn Will not turn back. Useful on a quest, terrible in a kitchen. Sheet done: press Copy.
  • Superstitious Invent three rules they never break, and one they broke once. Sheet done: press Copy.
  • Touchy One subject sets them off. Pick the subject. Sheet done: press Copy.
  • Vain Checks every reflection. The hair spin just became a plot point. Sheet done: press Copy.

How this list was compiled: A short list for each of the eight lines of a character sheet, chosen for this page from the site's own full wheels, with every note written new for this page as a design prompt. Species, personality traits, flaws, powers and jobs are names that also appear in data/species-wheel.json, data/personality-wheel.json (flaws from its flaws group), data/superpower-wheel.json and data/job-wheel.json, except "No power at all", which is this page's own. The seven age bands are the ones data/age-wheel.json uses. Hair and eye colors are shades named in data/hair-color-wheel.json and data/eye-color-wheel.json, with "hair" or "eyes" added so the two lists stay apart on one sheet. The notes give drawing and writing advice, not facts to look up. Beings from living religious traditions are left to the full species wheel, where each carries a research note. Licence: own work