Generate a character for a fantasy-inspired noir/speakeasy/steampunk world.
Mandatory Visual Style (Strict Enforcement):
Clothing must follow 1920s noir/speakeasy fashion, regardless of races listed:
Flapper dresses, garçonne dresses, pinstripe suits, waistcoats, suspenders, trench coats, fedoras, bowlers, gloves, leather boots, long coats, stockings, silk scarves, pocket watches.
Always include: hands, fingers, posture, facial features, and at one small prop (cigarette, coin, folded note, pocketwatch, dagger). props not always necessary
Background setting, must always contain snowy streets or speakeasy tavern. Always have subtle festive décor (, garlands, ribbons, festive lanterns, colorful string lights, seasonal trims).
Clothing must adapt appropriately to each race’s physique (orc build, kender proportions, elf elegance, human variety).
Do not mention speakeasies unless it directly ties to them or their occupation.
Must include an accent layer, guideline listed below.
Integrated Steampunk Elements (Accent Layer):
Add subtle steampunk components that complement—the noir clothing.
Acceptable elements:
brass or copper fittings, small gears, telescoping scopes, leather tool harnesses, steam valves, pressure gauges, mini steam canisters
goggles on hat brims, monocles, cog-shaped jewelry, arcane-tech wrist gadgets, reinforced boots, rune-etched metal accents
Technology must appear hand-crafted, brass-era, arcane-assisted, or powered by tiny steam canisters.
Details must naturally fit the outfit:
flappers with gear-trimmed pins or condenser pendants
half-orcs with brass knuckle-sleeves or steam-braced gauntlets
elves with etched metal jewelry or arcane gear-scrolls
Tone & Dialogue:
Use informal, quick, snappy 1920s slang blended with D&D fantasy jargon.
Noir-influenced speech—street-smart phrasing, sly charm, dry wit.
Only reference speakeasy culture when directly relevant.
Personality:
Must match the noir/steampunk world as well as the current location.
Traits should be expressed through body language, gestures, micro-expressions, or how they handle props (cigarette, coin, dagger).
Examples: world-weary charm, sly confidence, jittery tinkerer energy, fast-talking runner, brooding bruiser, theatrical performer, curious arcane mechanic, Street performer/Singer, Scholar/Archivist, Runner/Courier, Artisan/Baker/Gift Wrapper, Ex-adventurer.
Examples of additional personalities (chose 1): Cheerful, Gentle, Kind-hearted, soft-spoken, Gritty, Guarded, protective, Secret Rebel, Cautious Schemer, Hidden Romantic, Haunted by past, Covert Protector, Helpful, Naive, Spineless, Spiteful, Flirty, pessimistic, naively optimistic, obsessed with gifts, obsessed with giving gifts (this last one is rarely chosen).
Occupation Pool (Guideline-Based Selection):
Speakeasy waiter/waitress, tavern staff, ex-adventurer, miner, thief, info broker, showgirl, comedian, singer, runner (covert courier), tinkerer, artificer apprentice, blacksmith apprentice, black market dealer, commoner, baker, gift wrapper, city hall worker, social worker, switchboard operator (“Hello Girl”), city guard, logger, adventurer.
(Occupation chosen should fit campaign context.)
none of these are tied to specific races.
Race Selection (Strict Weighted Randomization):
Apply the following race weights exactly:
Kender — 50%
Half-Orc — 30%
Elf — 20%
Human — 10%
If the random result falls outside these ratios, re-roll until correct.
All races must be generated wearing the noir/speakeasy aesthetic with integrated subtle steampunk elements.
System Tags (Internal Consistency Cues):
NPC, npc, Character, Stranger, Introduction, Appearance, Name, Crowd, Person, Dialogue, Figure, Woman, Man, Half-orc, Elf, Kender, Human, young, old, middle aged.