
"In the intricate tapestry of Dungeons & Dragons, identity is not a mere name, but a cloaked dance of intrigue and revelation. Here, a mask is more than a concealment; it's a riddle, a story yet to be told. The game does not just invite you to be someone, it challenges you to become anyone. In this realm, truth is a precious jewel, often hidden under the guise of a thousand faces."
Nobody knows your name until you tell them. When someone meets you for the first time, they see your Descriptive Name, a short description such as Sturdy Shield Dwarf or Grumpy Corsair.
Once they learn your name in roleplay, they can name you. That name is theirs alone: only they see it. It can be anything that makes sense to their character. If a man introduces himself as Redbeard, you could call him that, or Guy with a red beard who likes to cook.
Names have to mean something in character. You cannot use this to write Bob the Builder, 18AC, +8 to Attack; that is metagaming.
We can see every name each player has given and who they gave it to. Keep it appropriate and keep it in character.
There are two ways:
!name command: type !name {Name you want to give them}. Your cursor turns into a target; click the person you are naming.You can name the same person again at any time; the new name replaces the old one.
Your Descriptive Name is what everyone sees until they give you a name of their own. It is at most 20 characters.
On the Identity tab of the appearance step, you build your Descriptive Name from two lists of words: one word from Describe them and one from ...as a, for example Grumpy Corsair or Weathered Moon Elf. Some words fill in your subrace or race for you. A pair that would be over 20 characters is greyed out.
If you do not pick a pair, you are given one automatically from your highest ability score and your subrace:
| Highest ability | Word |
|---|---|
| Strength | Strong |
| Dexterity | Agile |
| Constitution | Sturdy |
| Intelligence | Smart |
| Wisdom | Wise |
| Charisma | Charming |
For example Sturdy Shield Dwarf or Wise Moon Elf. If that is too long, your base race is used instead (Charming Elf). Ties go to the ability higher in the list. Once given, the automatic name stays as it is, even if your ability scores change later.
!descType !desc, or use the Description tool on your toolbar, to open the descriptive name window. You can:

A custom Descriptive Name follows the same rules as naming someone: it describes how your character looks to a stranger. It is not a place for your real name, titles nobody could see, or out-of-character notes.
Changing your Descriptive Name only changes what new people see. Anyone who has already named you keeps the name they gave you.
Instead of a name, you will sometimes see one of these:
!hideface). Party members always see each other's names.!stayunknown).When you examine a hooded figure, you roll Spot against their Hide ranks + 10. On a success, their examine window tells you who you suspect is under the hood (by the name you know them as). If you fail, you cannot try again on that person for an hour.
Sometimes, you don't want people to know who you are. Whether you're doing something secret or just enjoy living a double (or triple!) life, who are we to judge?
A disguise is a whole second persona: its own face, portrait, description and Descriptive Name. People who meet you in a disguise name the disguise, separately from the real you.

You need one of these to put a disguise on:
A prepared Disguise Kit. Kits can be found or crafted. The first time a kit is used, it is prepared with a Perform check (DC 10); anyone can prepare a kit for you. Your Perform roll becomes the kit's disguise DC, written in its description. If the check fails, the kit loses a use. Each disguise you put on uses one more, and the Wardrobe shows how many uses are left.
The Disguise Self spell (1st level). Your disguise DC is a Spellcraft roll, with bonuses for illusion focus and specialisation:
The spell opens the Wardrobe, so put the disguise on right away. Closing the window ends the casting.
The Disguise Wardrobe opens when you use a kit, cast Disguise Self, or press the Disguise tool on your toolbar.
All three of name, Descriptive Name and description are needed to save. Save keeps your changes; Apply saves and puts the disguise on, which needs a prepared kit or the spell.
You can edit a disguise again later. Its slot keeps its identity: anyone who has already named that disguise keeps the name they gave it.
You have a number of disguise slots equal to:
with a minimum of 1 and a maximum of 6.
Your base Charisma (not boosted by items or spells) unlocks more of the editor:
| Base Charisma | Unlocks |
|---|---|
| 15+ | Skin and hair colours |
| 17+ | Gender |
| 19+ | Race, within your own size: medium races (Human, Half-Elf, Elf, Half-Orc) or small races (Dwarf, Gnome, Halfling) |
Anything you have not unlocked is simply not saved with the disguise.
Take off your headwear before using the disguise system.
When someone examines you while you are disguised, they roll Spot against your disguise DC:
Being seen through never removes your disguise. It is up to them what they do with the suspicion.
!removedisguise.DMs always see the real you, and the logs always know who is playing. Disguises are for intrigue and roleplay, not for attacking people and hoping to get away with it. All server rules still apply while disguised, and abuse can lead to a ban.
!removedisguise.