An Extensive List of Medieval Jobs for your Side Characters

Another Alphabetized list for refence when creating your side characters in your medieval fantasy based story or your DnD campaign. Enjoy, writers!

A 

Actor  

Alchemist  

B 

Baker  

Bartender  

Blacksmith  

Butcher  

C 

Candlemaker 

Clerk  

Calligrapher 

Clockmaker  

Cobbler  

D 

Diplomat  

Doctor  

Drunkard  

Detective 

F 

Farmer  

Farrier 

Fisher  

Fletcher 

G 

Gardener  

Guard  

H 

Harold  

Hatmaker  

Healer  

Herbalist  

Hermit  

I 

Innkeeper  

Inventor 

J 

Jailer  

Jester   

K 

Knight  

Knitter 

L 

Leatherworker  

Librarian  

Locksmith  

M 

Mail Carrier  

Mason  

Mayor  

Midwife  

Milk Maid  

Miller  

Mortician  

Musician  

N 

Navigator 

Nun  

P 

Painter   

Perfumer  

Pick-pocket  

Playwright  

Poet  

Potter  

Priest  

R 

Ranger  

Roofer  

S 

Seamstress  

Servant  

Shepherd  

Silversmith  

Soldier  

Stable boy  

Storekeeper  

T 

Tailor  

Tax Collector 

Thief  

Toymaker  

V 

Vendor  

Vet  

Vineyard Tender  

W 

Weaver  

Woodcarver  

Woodcutter  

Woodseller  

Writer  

Advice On Making Superhero OC’s

A few days ago, I got together an extensive list of Super Powers to aid in people’s character creation. In a similar vein, I wanted to create a post with a few tips and tricks one might employ when making a gifted vigilante or superhero sort of character.

Though one thing to keep in mind when developing the areas below for your character, that each thing is generally connected to create a cohesive and believable MC. For example, the outfit/armor of your hero may tie into their power and/or their backstory. Or vice versa. All of the elements of a super hero character- the clothes, the powers, the backstory, everything, are generally connected in some way.

The Clothes/Suit

There are a few things to consider when creating your character’ super suit. First, how does it tie into the hero’s identity? Generally, it can tie in a few different ways…

It ties into their powers

It’s design and overall style could harken to the hero’s powers. Like Mr. Lightning bolt man having a lightning bolt on the chest of his suit. This is pretty common with most superheroes though it doesn’t have to be the case.

Another way it can tie into the character’s power can be done by functionality. Think about The Incredibles and how each person’s suit is designed to match their powers. For example, Violet’s suit disappears along with her. In general, the functionality of the armor or suit of your hero should definitely be taken into account, especially where their skills are concerned. We don’t want Inferno Man’s costume going up in flames constantly, now do we?

It ties into their backstory

Sometimes, a character’s outfit can harken back to their roots. Where they came from. Got a hero who was once a pick-pocket living on the streets? Maybe give him some slightly tattered street clothes. This can be done with many characters though generally this outfit is changed out for a new, more suitable (and generally more stylish) super suit later.

It ties into their position with a group or team

This isn’t always the case as there tend to be a lot solo heroes out there, but if you plan on putting your character on a team with other individuals, maybe consider if they have a uniform? Or a symbol of sorts that appears on all of their suits?

The Powers

Figuring out powers for you character can be the most fun part of character creation (and often is the first place I start when make super hero OC’s), BUT sometimes if I’m starting with a backstory, I can get stuck. Generally powers tie into the character’s backstory but this can also be left up to speculation.

Below are a couple things to consider when picking out your character’s power if you haven’t already done so.

A Weakness

Overall, it’s a good idea to give you character a weakness of sort or some clear limits of what they can do once you’ve picked out their power. Every well designed power should come with its own “rules”.

Their superhero name

If they have one, tying it back to their super powers is the common choice. You can get really creative here. Animals or creatures of sort are often used as names. Colors are often employed as well. Or you can just go for an alias for your OC. It’s all up to you.

The Backstory

The backstory, when done well, should cover a few elements. The origins of their powers/skills, their relationship with their support system (and often, how they lost that support system. Backstories generally involve the death or a romantic partner or family member), and what led them to the life they now lead.

The Team

This is an optional element, but deciding whether your hero works solo or with a group is vital to the story. If you do choose to drop your hero into a group, you need to develop the other characters and figure out whether they’re other fighters like your MC or if they’re more of a support crew. You also need to consider whether or not they work under an umbrella organization or if they operate under their own terms.

The Tech

Technology in super hero media and stories tend to be a little more advanced or bizarre than that of the real world. It’s a good idea to flesh out exactly where technology is at in your story and time period as this often plays a role in the storyline of most super hero tales.

The Villain

And finally, we get to the second most important element of the story. There are tons of different avenues you can take with the Villain. You can make him sympathetic, have personal ties with the hero or another “good” character to complicate things, give him all sorts of cool gear…the possibilities are endless. But, in all this fun, don’t forget the MAIN AND IMPORTANT THING TO DO WHEN MAKING A VILLAIN FOR YOUR STORY-

Make it make sense as to why your hero is opposing the villain. Hero development and Villain development are tightly linked as this is where you should start considering MOTIVES. And motives, are often what give SPICE to a hero’s tale. Because these motives can be shockingly different or similar in some cases. But at some point, the villain and hero are going to need to butt heads. And it needs to make sense to the reader as to WHY.

And I think that’ll do it! There’s much more to say on this topic but there’s a brief overview of what I personally find important when developing a Super Hero OC. Good luck on creating your supers!

An Extensive List of Super Powers

Hello there! Brooke here with a gigantic list of super powers to aid in character creation. Just thought it might be nice to have an organized super power list on hand for future reference. If you noticed I missed anything or have any suggestions, feel free to comment down below!

I have the powers separated into a few main sections- physical powers, nature powers, biological control, knowledge/skills, magic, mind powers, and a miscellaneous category for good measure.

PHYSICAL

Superstrength

Speed

Durability

Agility/reflexes

Healing/regeneration

Enhanced Sight

Infrared Vision 

Microscopic Vision

Night Vision 

Telescopic Vision

Thermal Vision

Cryo Vision

Heat Vision

X-ray Vision

Enhanced Hearing

Enhanced Smelling

Enhanced Touch

Enhanced Taste

Sensing danger

Sensing  types of events (dishonesty, murder, etc.)

The ability to remove senses (like inflicting blindness, etc.)

Longevity/immortality

Look Alternation

Transportation

Climbing/wall-crawling

Swimming/water-breathing

Flight

Teleportation

Exceptional leaping

Phasing/intangibility

SPACE & TIME

Temporal manipulation (like The Matrix)

Time Travel

Prophecy

Time Speed Manipulation

Space Manipulation

Void/Black Hole Manipulation

Duplication

Pocket space (the ability to hold and remove objects so that only the user can retrieve them.)

NATURE

Element Manipulation

Water Manipulation

Ice Manipulation

Earth Manipulation

Fire Manipulation

Air Manipulation

Electricity Manipulation

Light Manipulation

Darkness and/or shadow Manipulation

Gravity Manipulation

Magnetic force Manipulation

Radiation Manipulation

Energy Manipulation

Sound Manipulation

Nature Manipulation

Metal Manipulation

Toxic/Poison Manipulation

SKILLS & KNOWLEDGE

Extensive Science knowledge

Extensive Mechanical  knowledge

Extensive Computer/Electronics knowledge

Extensive Weapons-handling knowledge

Extensive Military knowledge

Extensive Occult/Magical knowledge

Super-intelligence

Resourcefulness

MIND

Telekinesis (moving objects mentally)

Telepathy (reading minds)

Mind-to-mind communication

Mind-control

Possession (total mental control)

Memory manipulation (may include creation/alteration/deletion)

Mentally generated weaponry/objects

Mindblast

Being able to find someone mentally.

Navigation

Forcefields

Psychometry (the ability to learn things about the past or future of an object by touching it)

 BIOLOGICAL CONTROL

Acid/poison

Controlling plants and/or animals

Shapeshifting (animals).

Shapeshifting (people)–mainly useful for disguises/stealth. 

Elasticity

Self-destruction

Self-liquification

Gaseous form

Growth/shrinking

Self-duplication

Invisibility

MAGIC

Luck manipulation (good luck for hero and/or bad luck for enemies)

Illusions

Magic Manipulation

Alchemy

OTHER

Density Control

Absorbing someone else’s powers

Negating someone else’s powers