I have put together an in-depth random character creation system to help me get the most out of my Skyrim experience. I like to slow-play my characters, doing a lot of roleplay and adopting immersion rulesets. This creation system helps me jump into new roleplays that I wouldn't have ordinarily attempted. What you need to get started: regular dice, RPG dice, a dice app on your smart phone, or a random number generator. For the purposes or this discussion, I will assume that you will be using 2 six sided dice. Overview: This system will select a race, occupation, primary virtue, primary flaw, main talent, current occupation, and starting location for your character. Race: Roll two six sided dice. 1-not possible 2-roll again 3-Altmer 4-Argonian 5-Bosmer 6-Breton 7-Dunmer 8-Imperial 9-Khajit 10-Nord 11-Orc 12-Redguard Primary Virtue: Roll one six sided dice. 1-Valour - seeks knowledge and self-improvement via skill books and spell tomes 2-Charity - donates to beggars and temples; does favors for friendly NPCs 3-Patience - attempts to solve problems diplomatically via speechcraft or calming spells 4-Temperance - does not use drugs (skooma, moon sugar, Sleeping Tree Sap); eats and drinks in moderation 5-Diligence - does not steal or loot the dead; has a non-violent, honorable occupation 6-Kindness - does not harm or steal from friends or neighbors; only harms "evil" NPCs Primary Flaw: Roll one six sided dice. 1-Pride - selects boastful speech options, obsessed with achieving 100 in a skill by any means necessary (crime, exploits, etc) 2-Greed - hoards septims and one or two other miscellaneous items; has a goal of a certain level of wealth 3-Lust - easily seduced by Daedra and other bad influences of the opposite sex 4-Gluttony - uses drugs, food, and alcohol excessively 5-Wrath - quick tempered and always resorts to violence; may kill or assault NPCs for petty reasons 6-Envy - obsessed with gaining the same power or status of an existing NPC (guildmaster, thane, Jarl, etc) Main Talent: Roll one six sided die and choose two of the three skills as primary skills. Roll twice if a secondary talent is desired. 1-Strength - two handed, heavy armor, smithing 2-Wisdom - restoration, destruction, conjuration 3-Intelligence - lockpicking, alchemy, enchanting 4-Charisma - speech, illusion, alteration 5-Agility - one handed, block, light armor 6-Mastery - archery, pickpocket, sneak Current Occupation: Roll two six sided dice. 1-Not possible 2-Assassin 3-Alchemist 4-Blacksmith 5-Chef 6-Farmer 7-Fisherman 8-Hunter 9-Merchant 10-Miner 11-Soldier 12-Thief Starting Location: Roll two six sided die (note: Whiterun and Riverwood are omitted from the list). This will be either your home base or your first destination after the Helgen tutorial. 1-not possible 2-Falkreath 3-Ivarstead 4-Karthwasten 5-Kynesgrove 6-Morthal 7-Markarth 8-Riften 9-Solitude 10-Winterhold 11-Windhelm 12-Other (Darkwater Crossing, Rorikstead, Shor's Stone, or Stonehills) To demonstrate, I will roll a character using this method and brainstorm some ideas for my corresponding playthrough: Race: Bosmer Primary Virtue: Diligence Primary Flaw: Gluttony Main Talent: Strength (Two handed, heavy armor, smithing) Current Occupation: Farmer Starting Location: Winterhold Brainstorming: This character roll brought up some atypical combinations (two handed weapons for a Bosmer, a gluttonous personality combined with a low-wage occupation). Perhaps this Bosmer has been sent to Skyrim by his tribe in Valenwood to learn about smithing, two handed combat, and farming. Maybe every tribe sends out one of their own to another province to bring back three gifts of knowledge to the tribe. Because of the green pact, tribes in Valenwood do not farm their own ingredients, so they typically send one of their own out to learn about farming and set up a farm near the Cyrodil border to import agricultural goods into Valenwood. This particular Bosmer, although naturally gifted in archery like virtually all wood elfs, was the strongest of his tribe, so he was selected to learn the art of the warrior. While he is not particularly interested in the arcane arts, he does want to tour the College of Winterhold, which is why he selected Winterhold as his destination. To gain entry into the college, he will help the farmers in Windhelm and Kynesgrove until he has enough coin to buy a spell tome that will get him past the college entrance exam. Because of his gluttonous personality, he will always spend gold or trade valuables with drug dealers he encounters on the roads. He has also developed a taste for ale and spiced wine, and will buy and drink every unit in stock when visiting an inn. These expensive habits will likely force him to turn to smithing and/or the Companions for gold, but he will always first look for work on a farm whenever entering a new city or hold. What do you think? How can I improve this system? Anyone out there thinking of giving this a shot? Please leave a comment. UPDATE: I've added motive, fears, and interests to this system in the replies to this thread. Scroll down if you want to see those additions.