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.
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
AndroidHow close to human? One visible seam or panel line tells the viewer. Next: tap 2 Age.
CatfolkSettle the ratio: a person with ears and a tail, or a cat that walks upright. Next: tap 2 Age.
CentaurChoose the horse half first: a draft horse and a racer are different people. Next: tap 2 Age.
DemigodOne godly feature on an ordinary person says more than a full glow. Next: tap 2 Age.
DryadChoose the tree and you have the palette and the home. Let the hair spin fight it or fit it. Next: tap 2 Age.
DwarfGive them a craft now. The tools on the belt can argue with the job in step 7. Next: tap 2 Age.
ElfDecide how long they live before you spin the age: old for a human can be young for an elf. Next: tap 2 Age.
FairyPick the wing type first: moth, dragonfly and leaf wings give three different people. Next: tap 2 Age.
GhostChoose how solid they are: a chill in the room, a wisp or a full figure. Next: tap 2 Age.
Half-dragonRation the dragon. Horns, scales, tail, wings and breath all at once leave no room for a person. Next: tap 2 Age.
Half-giantFix the height in feet now. Every doorway, boot and borrowed horse depends on it. Next: tap 2 Age.
HumanNo horns or wings to lean on, so the job, the era and the pockets do the work. Next: tap 2 Age.
KitsuneA fox spirit in human shape. Decide which fox trait refuses to hide. Next: tap 2 Age.
MerfolkMatch the tail to a real fish and the palette follows. Hair and eyes can clash with it on purpose. Next: tap 2 Age.
OrcTusks and green or gray skin by convention. Give them a culture before an axe. Next: tap 2 Age.
Plant personPick the plant. It may nap in the sun, wilt in winter and flower when happy. Next: tap 2 Age.
VampireDecide what they refuse to give up from life. It will show in the job. Next: tap 2 Age.
WerewolfTwo model sheets, one person. Keep one feature the same in both shapes. Next: tap 2 Age.
3 Hair 18
Auburn hairRedder than chestnut, browner than copper. Warm without shouting. Next: tap 4 Eyes.
Cherry red hairA red no natural redhead has. Dyed, or not human. Next: tap 4 Eyes.
Chestnut hairReddish brown. The red shows only where the light lands. Next: tap 4 Eyes.
Copper hairBright orange-red with a metallic look. It needs a sharp shine band. Next: tap 4 Eyes.
Dark brown hairBlack indoors, brown in sunlight. A quiet choice that lets the eyes lead. Next: tap 4 Eyes.
Electric blue hairStrong enough to be the one accent color of the whole design. Next: tap 4 Eyes.
Emerald green hairDark enough to pass as black at night, then turn green under a lamp. Next: tap 4 Eyes.
Ginger hairThe brightest natural orange-red. It will be the first thing anyone mentions. Next: tap 4 Eyes.
Golden blonde hairWarm yellow-gold. Backlight it and the outline glows. Next: tap 4 Eyes.
Jet black hairThe shine runs cool, close to blue. Keep browns out of it. Next: tap 4 Eyes.
Lavender hairPale gray-violet. Push the violet or it reads as gray. Next: tap 4 Eyes.
Pastel pink hairPale pink sits on very light hair, so darker roots add realism. Next: tap 4 Eyes.
Platinum blondeClose to white. Natural, bleached or a sign of magic: your call. Next: tap 4 Eyes.
Salt and pepper hairDark hair with gray strands. On a teen or a child it needs a story. Next: tap 4 Eyes.
Silver hairOld age on a human, nothing unusual on an elf or an android. Next: tap 4 Eyes.
Strawberry blondeLight warm gold with a pink-orange cast. Easy to lose next to pale skin, so darken the brows. Next: tap 4 Eyes.
Teal hairHalfway between blue and green, so it sits beside warm and cool outfits alike. Next: tap 4 Eyes.
White hairShade it with pale blue-gray and leave the lit areas plain. Next: tap 4 Eyes.
4 Eyes 18
Acid green eyesAt a glance it signals poison, magic or science gone wrong. Next: tap 5 Personality.
Amber eyesSolid gold or copper. On a beast-folk species it reads as the animal showing through. Next: tap 5 Personality.
Blue eyesBlue reads differently in warm and cool light, so pick the scene before the swatch. Next: tap 5 Personality.
Blue-gray eyesBetween blue and gray. It borrows color from whatever the character wears. Next: tap 5 Personality.
Brown eyesPaint a lighter ring near the pupil and the eye reads warm, not flat. Next: tap 5 Personality.
Dark brown eyesThe pupil barely shows, so a bright highlight has to keep the eye alive. Next: tap 5 Personality.
Glowing eyesAn effect, not a color. Spin again for the color, then light it from inside. Next: tap 5 Personality.
Gold-flecked eyesSpin again for the base color, then dot in gold, densest near the pupil. Next: tap 5 Personality.
Gray eyesAdd a little blue or green on the shadow side so it does not go flat. Next: tap 5 Personality.
Green eyesFor a realistic character keep it muted, nearer moss than emerald. Next: tap 5 Personality.
Hazel eyesBrown and green mixed, shifting with the light. Note which one wins indoors. Next: tap 5 Personality.
Light blue eyesA dark rim around the iris stops a pale eye from washing out. Next: tap 5 Personality.
Mirror silver eyesGray pushed to metal. Suits androids, moon spirits and seers. Next: tap 5 Personality.
Molten gold eyesMetallic and much brighter than amber. A pale band across the iris sells the metal. Next: tap 5 Personality.
Ruby red eyesRival, vampire or dragon blood. On a baker it becomes a running joke. Next: tap 5 Personality.
Two different colorsOne eye each. Spin 4 Eyes twice more for the pair. Next: tap 5 Personality.
Violet eyesA storybook color. A realistic character can borrow a hint of it in deep blue. Next: tap 5 Personality.
Void black eyesIris and pupil merge into one disc, so the highlight carries all the expression. Next: tap 5 Personality.
5 Personality 18
AmbitiousWants the next rung. Name the rung. Next: tap 6 Power.
BluntSays the quiet part first. Not the same as unkind. Next: tap 6 Power.
BraveBrave about what? Heights and honesty are different kinds. Next: tap 6 Power.
CalmThe still one in a loud room. Save one thing that does rattle them. Next: tap 6 Power.
CautiousChecks the exits. Funniest when the power in step 6 is a reckless one. Next: tap 6 Power.
CheerfulSunny by default. Strongest next to a grim job or a grim species. Next: tap 6 Power.
CuriousOpens every door and reads every label. Decide what it has cost them so far. Next: tap 6 Power.
DramaticEvery entrance is an entrance. Dress them for it. Next: tap 6 Power.
DreamyHalf elsewhere. Decide where elsewhere is. Next: tap 6 Power.
GenerousGives things away, including things they need. Next: tap 6 Power.
HonestTells the truth when it is not wanted. Good friction in any group. Next: tap 6 Power.
LoyalName who they are loyal to. The flaw in step 8 will test it. Next: tap 6 Power.
PatientWaits well. Show it in a hobby that takes years. Next: tap 6 Power.
ResourcefulFixes it with what is in the bag. List what is in the bag. Next: tap 6 Power.
SarcasticArmor made of jokes. Decide what it protects. Next: tap 6 Power.
ShyQuiet until the right subject comes up. Pick the subject. Next: tap 6 Power.
StoicShows little. Give the artist one tell: a jaw, a thumb, an ear. Next: tap 6 Power.
WittyFast with a line. Decide who does not find it funny. Next: tap 6 Power.
6 Power 18
Animal speechDecide which animals answer back, and which ones gossip. Next: tap 7 Job.
Danger senseA few seconds of warning and no details. It ruins surprise parties. Next: tap 7 Job.
Fog makingNot a fighting power. A hiding, leaving and stage-effect power. Next: tap 7 Job.
Lie detectionHears every lie, including kind ones. Hard on friendships. Next: tap 7 Job.
Mending touchFixes broken objects, not people. Popular with the neighbours. Next: tap 7 Job.
Night visionSees in the dark. Bright rooms may hurt, which is a free weakness. Next: tap 7 Job.
No power at allMost people have none. Let the job and the flaw carry the story. Next: tap 7 Job.
Opening any lockHandy, and suspicious. Decide whether anyone knows. Next: tap 7 Job.
Perfect recallNever forgets. Decide what they wish they could. Next: tap 7 Job.
Plant controlGrows a garden in a day. Useless in a stone cell with no seeds. Next: tap 7 Job.
Shadow steppingIn through one shadow, out through another. Noon is a bad hour. Next: tap 7 Job.
ShapeshiftingGive every shape one tell that carries over. Next: tap 7 Job.
Spirit companionDesign the companion as a second, smaller character. Next: tap 7 Job.
TelekinesisSet the weight limit now: a teacup, a person or a cart. Next: tap 7 Job.
Ten-second rewindTen seconds, once in a while. Enough to unsay one sentence. Next: tap 7 Job.
Voice mimicryAny voice after one hearing. Their own voice is the one nobody remembers. Next: tap 7 Job.
Wall crawlingDesign the hands and feet for it, and wear the shoes out first. Next: tap 7 Job.
Water breathingWhere are the gills, or is it magic? It changes every outfit. Next: tap 7 Job.
7 Job 18
ArchivistGloves, boxes and other people's secrets, filed. Next: tap 8 Flaw.
AstronomerAwake when everyone else is not. Pale, patient and good with numbers. Next: tap 8 Flaw.
BakerUp before dawn, flour to the elbows, burns on the forearms. Next: tap 8 Flaw.
CartographerInk on the fingers and an opinion about every coastline. Next: tap 8 Flaw.
ChefKnife roll, clogs and a short temper at eight in the evening. Next: tap 8 Flaw.
DetectiveNotices shoes first. Give them a notebook and one case that got away. Next: tap 8 Flaw.
Farmer or rancherWeather in the knees, soil in the boots, up with the light. Next: tap 8 Flaw.
FirefighterHeavy kit and long waits. Decide what they do between calls. Next: tap 8 Flaw.
FloristCold hands, sharp scissors and the language of every occasion. Next: tap 8 Flaw.
LibrarianKnows where everything is and who returned it late. Next: tap 8 Flaw.
Mail carrierKnows every door and every dog on the route. Next: tap 8 Flaw.
MusicianPick the instrument now. It decides the hands and the luggage. Next: tap 8 Flaw.
ParamedicCalm hands and a bag packed the same way every time. Next: tap 8 Flaw.
Ship captainReads the weather before the news. Draw the hat last. Next: tap 8 Flaw.
Tour guideWalks backwards while talking. Knows one story per street corner. Next: tap 8 Flaw.
VeterinarianPatients that bite and cannot explain. Scratches come standard. Next: tap 8 Flaw.
WelderMask, leathers and a squint. The work shows in the shoulders. Next: tap 8 Flaw.
ZookeeperSmells of hay. Has a favourite animal and will not admit it. Next: tap 8 Flaw.
8 Flaw 18
BoastfulThe story grows each time. Let one listener know the true size. Sheet done: press Copy.
BossyHas a plan for everyone. Sometimes it is even a good one. Sheet done: press Copy.
ClingyHates goodbyes. Decide who left. Sheet done: press Copy.
CowardlyKnows every exit. Bravery, when it comes, will mean something. Sheet done: press Copy.
ForgetfulKeys, names, the plan. Give them a system that almost works. Sheet done: press Copy.
GreedyWants the bigger half. Name what they hoard. Sheet done: press Copy.
GullibleBelieves the first version of every story. Sheet done: press Copy.
Hot-temperedQuick to flare, quick to regret. Show the apology as well. Sheet done: press Copy.
IndecisiveStill choosing. Would have spun a wheel for it. Sheet done: press Copy.
InsecureFishes for praise. Set it against the trait from step 5. Sheet done: press Copy.
Know-it-allCorrects people. Worse when right. Sheet done: press Copy.
MessyDraw the desk, the bag or the room and you have drawn them. Sheet done: press Copy.
NosyReads over shoulders. A strength in a detective, a problem in a neighbour. Sheet done: press Copy.
RecklessJumps first. Pair it with the power and count the broken things. Sheet done: press Copy.
StubbornWill not turn back. Useful on a quest, terrible in a kitchen. Sheet done: press Copy.
SuperstitiousInvent three rules they never break, and one they broke once. Sheet done: press Copy.
TouchyOne subject sets them off. Pick the subject. Sheet done: press Copy.
VainChecks 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