When users enter a digital environment, like making an account on a computer or playing a game, the application gives them the opportunity to create and customize what they will be represented as in that context (i.e. their embodiment). In games, users can spend hours customizing their characters. This is not unlike an individual spending time picking out an outfit for the day. Giving users this opportunity for customization increases the likelihood of bias and stereotypes. In the attempt to make things more immersive, content creators tend towards the most realistic approach possible. However, photorealistic embodiment inhibits expression of personal information as users begin to connect with one another. My investigation explores ways for users to enter a virtual reality environment, embody a form that reduces bias and stereotypes, while attempting to raise participation others in the space. I built upon the research Bailenson and Blascovich have been doing in the Virtual Human Interactions lab while utilizing Biocca and Harms Networked Minds Theory for measuring Social Presence. In my investigation, I used research through design, case studies, interviews and experiments to establish a prototype. My hi-fidelity prototype creates a testing ground for further exploration in minimal form representation in VR. The tool allows designers and psychologists to observe passively or interact with participants in the space while collecting data for future analysis.