1. Help
  2. Tutorials
  3. Characters

Writing Non-Human Characters: Vampires, Werewolves, Fae and Aliens

To write a convincing non-human character, decide what their body and biology change about daily life, how they see the world differently from humans, and what rules and limits their powers have.

Vampires, werewolves, fae, aliens, androids and shapeshifters are some of roleplay's favourite characters. The best ones feel genuinely different from humans, not just humans with fangs.

Three questions for any non-human character

  1. What does their body change? What do they eat, how do they sleep, what hurts them, what can't they do? How do these shape a normal day?
  2. How do they think differently? A creature that lives for centuries thinks about time differently. A pack animal thinks about loyalty differently. An alien may not share human ideas of privacy or family.
  3. What are the rules? Strengths need limits. Agree on them with your partner before they matter. See Power Balance in RP.

Vampires

  • Choose your lore. Sunlight: fatal, painful, or just uncomfortable? Do they need invitations? Reflections? Decide, then stick to it.
  • Hunger is the story. How do they feed, how often, and what does it cost them morally? A vampire who never struggles with hunger is just a pale human.
  • Age shows. Someone who's lived 300 years has outdated slang, grief for whole eras, and opinions about modern things.
  • Avoid: making them all brooding aristocrats. A vampire who was turned as a bored accountant is more interesting.

Werewolves and shifters

  • Control. Can they choose when to shift? What triggers it? What happens to their clothes?
  • Pack dynamics. Families, hierarchy, loyalty, rivalry. Real wolves don't actually have rigid "alpha" hierarchies, so you're free to invent your own structure.
  • Senses. A werewolf in human form might still smell lies, illness, or fear. Use this; it's a great source of scenes.
  • Avoid: using the wolf side only for fights. The wolf should affect how they love, sleep, eat and argue.

Fae

  • Different rules, not just pointed ears. Traditional fae can't lie, keep their bargains exactly, and are bound by names, iron, and hospitality.
  • Alien morality. Fae are often neither good nor evil, just following rules humans don't understand. Lean into that.
  • Courts and politics. Seelie and Unseelie, seasonal courts, or your own invention.
  • Avoid: making them "humans but prettier". The scariest thing about the fae should be that they're polite.

Aliens

  • Biology shapes culture. A species that lays eggs may not have our idea of parents. One that communicates by colour may find human speech exhausting.
  • Misunderstandings are gold. What's rude to them that's normal to us, and the other way round?
  • Avoid: making every member of a species identical. Aliens have personalities, cultures and arguments too.

Androids and AI

  • What were they built for? Their original purpose shapes their habits, even if they've outgrown it.
  • What do they want? Freedom, purpose, understanding, rest? Their wants drive their story.
  • Avoid: the robot who "learns to feel" in every scene. Pick one thing about being human they don't understand, and let them puzzle at it over time.

Demons, angels and gods

  • Scale them down. All-powerful beings make bad roleplay partners. Give them limits: rules from above, weakened powers in the human world, a bargain they can't break.
  • Make them want something small. A demon who desperately wants to understand jazz is more fun than one who wants to destroy the world.

Writing them in a scene

Show the difference through small physical details rather than explanations:

Instead of: Lucien was a vampire, so he didn't eat food.

Try: Lucien ordered the soup and moved it around the bowl for an hour, the way he'd watched humans do for two centuries.

Your bio can carry the lore; your replies should show what it means. Worldbuilding for Roleplay helps you write the rules down, and Character Sheet Templates has a layout with room for species and abilities.