Post by Dogrim Bloodaxe on Aug 14, 2012 19:09:14 GMT -8
Basic info
Name: Your character’s name. Include all aliases to avoid confusion.
Age: How old are they? (see racial section for guidelines)
Race:
Height: How tall?
Weight: How much do they weigh?
Personality: Good, bad, neutral? Broody? Happy? Insane? Friendly? Grumpy? Sneezy? Dopey?
Physical description: Include build, scars (optional), eye color, hair color, etc.
Back story: Tell us about your character’s history. Likes, dislikes, do they have daddy issues? Mommy issues? Grandmommy issues? Did that bad man hurt you when you were five? Give us an idea of what motivates your character via examples.
Ability Scores
In a role playing environment, vagueness leads to God-Modding, and/or arguments. That’s why we have a simple trait system.
Of the choices in each row, you are allowed to divide scores up between the number in the column, but you must follow the standards for minimum point in each column ex:
(7 total, minimum 1) Strength, Speed, Accuracy.
So you have 7 points to put in to these three categories. As you can probably figure out, these categories are all attack based and will determine parts of your characters fighting style.
So if you wanted someone very strong, but slow and inaccurate you could go
Strength: 5 Speed:1 Accuracy:1 (5 is the highest score possible to give to any 1 trait, but you must have at least 1 point in each.)
You’ll notice all of the total numbers are odd, that is to avoid an over balanced character/jack of all trades.
Add you racial bonuses in parenthesis.
ex: orc addition for strength would look like this fi they chose a base score of 5
Attack: (7 minimum 1) Strength: 5 (+1), Speed: 1 Accuracy: 1
Attack:(7 minimum 1) Strength, Speed, Accuracy
Defense (5 minimum 1): Tough or Quick
Toughness refers to how much of a beating your character can take. Quick refers to them being able to avoid strikes all together.
Defense 2: (5 minimum 1) Physical or magic.
Thinking (7 minimum 1)
Book learning: Worldly: Common Sense:
Weapons:
Mage scores refer to their proficiency within each art. Their effectiveness is linked to the attack section above.
Magic (mages only! 10 minimum 2): Healing: Attacking: Barriers:
Melee:(mages ignore this. you only get a dagger which you are at most a 3 with)(10 minimum 2) Heavy2 Light 6 Ranged2
Tiered techniques/feats:
Your character will of course have special abilities of course, divided in to tiers.
Tier 1:
refers to passive abilities/racial traits. Each character may start with 2 passives in addition to passives given by racial bonus.
Racial bonuses:
Agility: (Satyr, Elf of any type/ human option): Basic agility, giving them access to simple acrobatic stunts and battle maneuverability.
Night Vision: (Dark Elf/Dwarf/Dark Dwarf): see in the dark
Throw voice:(Satyr/ human option): the ability to throw your voice, making a sound such as a sword drawing, an explosion, or even a scream.
Charismatic: (half elf/human option): your character is very easy to get along with an has a certain... allure about them.
Berserker rage:(Orc, Dwarf/Dark Dwarf) When in battle they feel no pain, only blood lust.
Violent persuasion: (Half orc/human option) They are short tempered, and give off the feeling that they will not hesitate to bash a few heads in.
Pick also from the following:
Stubborn: Your character does not give ground easily.
Situational awareness: (requires worldly knowledge of at least 3)
Feel no pain: Your character is tough enough were pain does not phase them. (requires toughness of at least 4)
Lock picking: requires wordly knowledge of at least 3
Fast hands: Your character is fast and edgy, drawing weapons just as quick as they can use them (requires speed of at least 2)
For the next two tiers, the effectiveness must be balanced with the use total per day. For example, if you want weaker magic missiles as a mage in exchange for more times to use it, you can. Within reason. Final review will be up to the admins.
Tier 2:
Refers to simple skills/tools, you are allowed to pick 5. Items that say spell next to them are magic, you must be a wizard to use them. Wizards may use smoke bombs and are allowed to only have their one knife which can be thrown if they choose. Ex:
Smoke bombs(produce clouds of smoke)(limit 5 each day)
Throwing knives (limit 5 each day)
Magic Missile (spell, similar to a rather strong punch from a distance. limit 10 each day)
Weak healing: (spell, heals minor cuts/fractures, limit 3 each day)
Shout of fear: causes enemy stun for a short moment, (limit 3 per day, stun lasts for 1 second, cooldown of 5 minutes)
Tier 3:
Special moves/weapons (pick 2) (exceptions: no “doppleganger” moves. In other words, no techniques that allow you to learn someone else’s move by watching/experiencing.)
Each character is allowed to start with 1 magic heirloom item, but is not required to heirlooms are considered to be indestructible, but that does not mean they can break through anything just that they cannot break.. These are limited to moderate power. (note the examples are only suggestions, if you have your own idea, by all means pitch it.)
ex: Fireball (spell) (limit 10 each day)
Magic dagger: if thrown, always returns, and does extra magic damage to opponent.
Magic sword: Lights on fire, unusable by others. ( weapons that shoot elemental attacks can be shoot 3 times tops before a rest, but can be imbued (ex lit on fire) for an unlimited time.)
Aura of power: Increase strength for a short time.(limit time total to 10 minutes. once a day)
You are able to learn up to 5 total, but these have to be earned through plot and story advancement. You will need to spend points in order to earn these.
Just so you don’t think we’re doing this to be jerks, there is a reason for it. We don’t want characters to start of knowing all they’re gonna learn at the start. This rule for the Tier 3 moves creates a real reason for you all to advance your characters in a way that isn’t just fun, but immediately rewarding.
Tier 4:
These are your aces in the hole. Your ultimate techniques, which while powerful are taxing.
Ex:
Rain of Fire: Cause area of 25x25 feet to be bombarded by fireballs (limit use once per day)
Flurry of blades: Unleash a dazzling display of quick, powerful and accurate strokes of your weapon, either focused on enemies surrounding you, dealing moderate damage, or massive damage to a single enemy. (limit 1 per day) (requires speed 3 or higher)
All out cleave: Put all of your strength behind a single blow, causing a shockwave, dealing moderate damage to single target it is focused on and minor damage and stun to any surrounding enemies within 10 feet. (requires strength 3 or higher.
Extra For Mages
In an attempt to make things a bit more interesting than using the same set of spells over and over again, we’ve decided each mage can have their own person spell book or tome. In this tome you will be allowed to have as many different Admin approved Tier Three spells, as you like. However you’ll have to spend points and write some sort of mini plot as to how you learned them.
So the way this will work is as follows. You will be allowed to pick any three spells you like from your tome book during your rest period. You must clearly state this during your rest, even if its an Out of Character context, but it must be stated which three you are using at any time.
To clarify, mages start with the same amount of tier 3's as everyone else but can get more.
We feel that by adopting this for Mages, it will give them a much more versatile playing experience.
Finally
If you have any questions about how to make your character, please ask an Admin and we’d be more than happy to help.
Name: Your character’s name. Include all aliases to avoid confusion.
Age: How old are they? (see racial section for guidelines)
Race:
Height: How tall?
Weight: How much do they weigh?
Personality: Good, bad, neutral? Broody? Happy? Insane? Friendly? Grumpy? Sneezy? Dopey?
Physical description: Include build, scars (optional), eye color, hair color, etc.
Back story: Tell us about your character’s history. Likes, dislikes, do they have daddy issues? Mommy issues? Grandmommy issues? Did that bad man hurt you when you were five? Give us an idea of what motivates your character via examples.
Ability Scores
In a role playing environment, vagueness leads to God-Modding, and/or arguments. That’s why we have a simple trait system.
Of the choices in each row, you are allowed to divide scores up between the number in the column, but you must follow the standards for minimum point in each column ex:
(7 total, minimum 1) Strength, Speed, Accuracy.
So you have 7 points to put in to these three categories. As you can probably figure out, these categories are all attack based and will determine parts of your characters fighting style.
So if you wanted someone very strong, but slow and inaccurate you could go
Strength: 5 Speed:1 Accuracy:1 (5 is the highest score possible to give to any 1 trait, but you must have at least 1 point in each.)
You’ll notice all of the total numbers are odd, that is to avoid an over balanced character/jack of all trades.
Add you racial bonuses in parenthesis.
ex: orc addition for strength would look like this fi they chose a base score of 5
Attack: (7 minimum 1) Strength: 5 (+1), Speed: 1 Accuracy: 1
Attack:(7 minimum 1) Strength, Speed, Accuracy
Defense (5 minimum 1): Tough or Quick
Toughness refers to how much of a beating your character can take. Quick refers to them being able to avoid strikes all together.
Defense 2: (5 minimum 1) Physical or magic.
Thinking (7 minimum 1)
Book learning: Worldly: Common Sense:
Weapons:
Mage scores refer to their proficiency within each art. Their effectiveness is linked to the attack section above.
Magic (mages only! 10 minimum 2): Healing: Attacking: Barriers:
Melee:(mages ignore this. you only get a dagger which you are at most a 3 with)(10 minimum 2) Heavy2 Light 6 Ranged2
Tiered techniques/feats:
Your character will of course have special abilities of course, divided in to tiers.
Tier 1:
refers to passive abilities/racial traits. Each character may start with 2 passives in addition to passives given by racial bonus.
Racial bonuses:
Agility: (Satyr, Elf of any type/ human option): Basic agility, giving them access to simple acrobatic stunts and battle maneuverability.
Night Vision: (Dark Elf/Dwarf/Dark Dwarf): see in the dark
Throw voice:(Satyr/ human option): the ability to throw your voice, making a sound such as a sword drawing, an explosion, or even a scream.
Charismatic: (half elf/human option): your character is very easy to get along with an has a certain... allure about them.
Berserker rage:(Orc, Dwarf/Dark Dwarf) When in battle they feel no pain, only blood lust.
Violent persuasion: (Half orc/human option) They are short tempered, and give off the feeling that they will not hesitate to bash a few heads in.
Pick also from the following:
Stubborn: Your character does not give ground easily.
Situational awareness: (requires worldly knowledge of at least 3)
Feel no pain: Your character is tough enough were pain does not phase them. (requires toughness of at least 4)
Lock picking: requires wordly knowledge of at least 3
Fast hands: Your character is fast and edgy, drawing weapons just as quick as they can use them (requires speed of at least 2)
For the next two tiers, the effectiveness must be balanced with the use total per day. For example, if you want weaker magic missiles as a mage in exchange for more times to use it, you can. Within reason. Final review will be up to the admins.
Tier 2:
Refers to simple skills/tools, you are allowed to pick 5. Items that say spell next to them are magic, you must be a wizard to use them. Wizards may use smoke bombs and are allowed to only have their one knife which can be thrown if they choose. Ex:
Smoke bombs(produce clouds of smoke)(limit 5 each day)
Throwing knives (limit 5 each day)
Magic Missile (spell, similar to a rather strong punch from a distance. limit 10 each day)
Weak healing: (spell, heals minor cuts/fractures, limit 3 each day)
Shout of fear: causes enemy stun for a short moment, (limit 3 per day, stun lasts for 1 second, cooldown of 5 minutes)
Tier 3:
Special moves/weapons (pick 2) (exceptions: no “doppleganger” moves. In other words, no techniques that allow you to learn someone else’s move by watching/experiencing.)
Each character is allowed to start with 1 magic heirloom item, but is not required to heirlooms are considered to be indestructible, but that does not mean they can break through anything just that they cannot break.. These are limited to moderate power. (note the examples are only suggestions, if you have your own idea, by all means pitch it.)
ex: Fireball (spell) (limit 10 each day)
Magic dagger: if thrown, always returns, and does extra magic damage to opponent.
Magic sword: Lights on fire, unusable by others. ( weapons that shoot elemental attacks can be shoot 3 times tops before a rest, but can be imbued (ex lit on fire) for an unlimited time.)
Aura of power: Increase strength for a short time.(limit time total to 10 minutes. once a day)
You are able to learn up to 5 total, but these have to be earned through plot and story advancement. You will need to spend points in order to earn these.
Just so you don’t think we’re doing this to be jerks, there is a reason for it. We don’t want characters to start of knowing all they’re gonna learn at the start. This rule for the Tier 3 moves creates a real reason for you all to advance your characters in a way that isn’t just fun, but immediately rewarding.
Tier 4:
These are your aces in the hole. Your ultimate techniques, which while powerful are taxing.
Ex:
Rain of Fire: Cause area of 25x25 feet to be bombarded by fireballs (limit use once per day)
Flurry of blades: Unleash a dazzling display of quick, powerful and accurate strokes of your weapon, either focused on enemies surrounding you, dealing moderate damage, or massive damage to a single enemy. (limit 1 per day) (requires speed 3 or higher)
All out cleave: Put all of your strength behind a single blow, causing a shockwave, dealing moderate damage to single target it is focused on and minor damage and stun to any surrounding enemies within 10 feet. (requires strength 3 or higher.
Extra For Mages
In an attempt to make things a bit more interesting than using the same set of spells over and over again, we’ve decided each mage can have their own person spell book or tome. In this tome you will be allowed to have as many different Admin approved Tier Three spells, as you like. However you’ll have to spend points and write some sort of mini plot as to how you learned them.
So the way this will work is as follows. You will be allowed to pick any three spells you like from your tome book during your rest period. You must clearly state this during your rest, even if its an Out of Character context, but it must be stated which three you are using at any time.
To clarify, mages start with the same amount of tier 3's as everyone else but can get more.
We feel that by adopting this for Mages, it will give them a much more versatile playing experience.
Finally
If you have any questions about how to make your character, please ask an Admin and we’d be more than happy to help.