Post by Dogrim Bloodaxe on Aug 30, 2012 17:29:34 GMT -8
Name: Roguey Mcquickcut
Age: 42
Race: human)
Height: How tall?
Weight: How fat are they? (warning, anything with an excessive body fat content will be persecuted severely, you fat bastards)
Personality: (no furries allowed). Good, bad, neutral? Broody? Happy? Insane?
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!!!(this is where my genius comes in)
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 minmum 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.
Attack:(7 minimum 1) Strength 1 Speed: 4 Accuracy:2
(This applys for Mages to in regards to how strong, quick or accurate their spells are)
Defense: (5 minimum 1) Tough: 1 Quick:4
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:3 magic:2
Thinking (7 minimum 1)
Book learning:1 Worldly:5 Common Sense:1
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: I AM NOT A MAGE I AM A ROGUE
Melee:(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.
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.
1. Throwing knives(5 each day)
2. Smoke bombs(moderate potency, 5 each day, last for 2minutes each.)
3. Stun grenade (stuns for 2 seconds, limit 2 each day, cooldown of 5 minutes)
4. Minor poison: applied to weapons, deals extra damage and causes fatigue for 2 minutes. Limit one application per day and stays on blade for 10 minutes. (takes time to make)
5. ball and rope: Thrown, causes enemy to trip and tangle. limit 1 use per day.
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.)
Magic dagger: shoots small bolts of lightning, returns when thrown and causes minor shock damage.
Dash: dashes 15 feet in 1 second. limit 3 uses per rest. cooldown of 5 minutes.
Tier 4: These are your aces in the hole. Your ultimate techniques, which while powerful are taxing.
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)
Age: 42
Race: human)
Height: How tall?
Weight: How fat are they? (warning, anything with an excessive body fat content will be persecuted severely, you fat bastards)
Personality: (no furries allowed). Good, bad, neutral? Broody? Happy? Insane?
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!!!(this is where my genius comes in)
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 minmum 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.
Attack:(7 minimum 1) Strength 1 Speed: 4 Accuracy:2
(This applys for Mages to in regards to how strong, quick or accurate their spells are)
Defense: (5 minimum 1) Tough: 1 Quick:4
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:3 magic:2
Thinking (7 minimum 1)
Book learning:1 Worldly:5 Common Sense:1
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: I AM NOT A MAGE I AM A ROGUE
Melee:(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.
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.
1. Throwing knives(5 each day)
2. Smoke bombs(moderate potency, 5 each day, last for 2minutes each.)
3. Stun grenade (stuns for 2 seconds, limit 2 each day, cooldown of 5 minutes)
4. Minor poison: applied to weapons, deals extra damage and causes fatigue for 2 minutes. Limit one application per day and stays on blade for 10 minutes. (takes time to make)
5. ball and rope: Thrown, causes enemy to trip and tangle. limit 1 use per day.
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.)
Magic dagger: shoots small bolts of lightning, returns when thrown and causes minor shock damage.
Dash: dashes 15 feet in 1 second. limit 3 uses per rest. cooldown of 5 minutes.
Tier 4: These are your aces in the hole. Your ultimate techniques, which while powerful are taxing.
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)