|
|
|
|
|
|
Posted: Tue Jun 09, 2009 11:50 am
Character Creation Guide1) Introduction 2) Thought Process 3) Introduce Yourself 4) Describe Yourself 5) What You Fight With 6) Define Yourself 7) What You Can Do 8 ) What You OwnIntroductionBelow are the steps required for defining your character for use in the guild. Every person must fill out this form even if you don’t plan on doing combat as you never know what kinds of situations you may come across. It is suggested that you keep a local copy of these profiles for quick reference when needed to reduce time of flipping back and forth between webpages. Here is an already coded version of the profile sheet. While not every single piece of this need be filled out, for the most part you do have to fill out the mass majority of it. [u][b]~Character Data~[/b] [/u]
[b]Name:[/b] [b]Country:[/b] [b]Race:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Soul Sphere:[/b] [b]Magicite:[/b]
[u][b]~Appearance~[/b][/u]
[b]Height:[/b] [b]Weight:[/b] [b]Hair:[/b] [b]Eyes:[/b] [b]Physical Description:[/b] [b]Clothing:[/b] [b]Background:[/b] [b]Personality:[/b] [b]Other:[/b]
[u][b]Equipment:[/b][/u]
[u]Weapon:[/u]
[u]Sheild:[/u]
[u]Armor:[/u]
[u]Accessory:[/u]
[u][b]Techniques:[/b][/u]
[b]Spells-[/b]
[b]Abilities-[/b]
[b]Summons-[/b]
[u][b]~Stats~[/b] [/u]
[b]LV: [/b] [b]Experience:[/b] [b]Combat Rank:[/b] [b]HP:[/b] [b]MP:[/b] [b]AP:[/b]
[b]Strength:[/b] [b]Dexterity:[/b] [b]Constitution:[/b] [b]Intelligence:[/b] [b]Wisdom:[/b] [b]Charm:[/b]
[b]Df:[/b] [b]MDf:[/b]
[b]Evasion Bonus:[/b] [b]Fortitude:[/b] [b]Reflex:[/b] [b]Will:[/b]
[b]Damage:[/b] Melee: Range:
[b]~Skills~[/b]
~Str Mod Skills~ [i]Climb:[/i] [i]Martial Arts:[/i] [i]Melee Weapons:[/i] [i]Swim:[/i]
~Dex Mod Skills~ [i]Balance:[/i] [i]Disable Device:[/i] [i]Escape Artist:[/i] [i]Hide:[/i] [i]Move Silently:[/i] [i]Open Lock:[/i] [i]Ranged Weapons:[/i] [i]Roll:[/i] [i]Use Rope:[/i]
~Int Mod Skills~ [i]Concentration:[/i] [i]Appraise:[/i] [i]Craft:[/i] [i]Forgery:[/i] [i]Knowledge:[/i] [i]Magic Skill:[/i] [i]Search:[/i]
~Wis Mod Skills~ [i]Focus:[/i] [i]Item Mastery:[/i] [i]Listen:[/i] [i]Sense Motive:[/i] [i]Secret Language:[/i] [i]Spot:[/i]
~Cha Mod Skills~ [i]Bluff:[/i] [i]Diplomacy:[/i] [i]Disguise:[/i] [i]Gather Information:[/i] [i]Handle Animals:[/i] [i]Intimidate:[/i] [i]Seduction:[/i]
[u][b]~Possessions~[/b] [/u]
[b]Money:[/b]
[b]Excess Equipment:[/b]
[b]Items:[/b]
[b]Valuables:[/b]
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Jun 09, 2009 12:40 pm
Thought Process
This is one of the most critical portions of your entire character creating process. You need to think up what you want to do and how you want to do it as far as your character goes. While we can’t stop people from making characters similar to the ones in the game, if you make something to close, you will be asked to either recreate the character or be banned for unoriginality. The more original your character, the better everything will be.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jun 09, 2009 12:49 pm
Introduce Yourself
Here is the first portion of the profile most people will see. This is the most basic information that anyone would need or want to know about your character. Below are detailed explanations of what each part means:
Name: What is your characters name? Country: Where does your character come from? Race: What race is your character? Age: How old is your character? Gender: What gender is your character? (Note that some races can ONLY be one gender) Soul Sphere: What soul sphere does your character currently have equipped? Magicite: What all magicite does your character currently have equipped?
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Jun 09, 2009 12:56 pm
Describe Yourself
Here is the portion of the profile where you get to describe your characters physical features and appearances. Be creative and really let your imagination flow.
Height: How tall is your character? Weight: What does your character weight? Hair: What color(s) is your character’s hair? Eyes: What color are your character’s eyes?” Physical Description: How does your characters body look? Are you lean or fat? Dark or light skinned? Toned or just kinda flabby? Explain it all here. Clothing: What does your character normally wear? Background: Here is where you describe the history of your character. What happened in their life to make them the way they are? Personality: How does your character act? Other: Got something else that you want to put that doesn’t really fit in any other place? Put it here.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 10, 2009 8:11 am
What You Fight With
Here is a list of all the abilities, spells and summons you have mastered or are using. Items that you are currently learning should be marked [Learning] on the very first line of the notation.
Spells: Here is where you list all of the Spells you are learning or have learned Abilities: Here is where you list all of the Abiliites you are learning or have learned. Summons: Here is where you list all of the creatures you are learning to summon or have learned to summon.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Jun 10, 2009 9:13 am
Define Yourself
Here is the main meat of your profile. This is the area where you define all of your capabilities in combat and just normal RP. This entire section has to be filled out for your profile to be considered ‘complete’.
LV: What is your characters level of experience? Experience: What is your characters current and needed experience amount. Normally marked in a fashion of (current exp / exp needed to level) HP: Hit Points. How much damage can your character take before they fall? Hitting 0 means you are unconscious and must take 1 full real life day to recover to 1 HP. If your HP reaches negative half of your max hp, you can then be killed (with your permission) Calculated: (100 + Constitution Mod) x level MP: Mental Power. This is a measure of how much magical strength you have and quantifies how many spells and other such things you can use. Calculated: (10 + Intelligence Mod) x level AP: Ability Points. This is a measure of roughly how much stamina your body has for performing special attacks and techniques. Calculated: (10 + Strength Mod) x level
Strength: This is a measure of how much physical strength. Influences physical attack. Dexterity: This is a measure of how well you move your body and hands. Influences dodges and range attacks. Constitution: This is a measure of how strong your body is. Influences HP and torture resistance. Intelligence: This is a measure of how book smart you are. Influences Spell damage. Wisdom: This is a measure of how much common sense you have. Influences Spell Resistance. Charm: This is a measure of how charming your character is. Influences various spells, abilities and skills. *Cap for these stats is 255 max*
Defense: This is a measure of how much your armor and body cut the damage of physical attacks done to you. This number is simply half your Constitution mod. You may also add any of Df given by equipment or spells. Calculated: Half Con Mod + Df of Equipment Magic Defense: This is a measure of how much your armor and mind cut the damage of magical attacks done to you. This number is simply half your Intelligence mod. You may also add any of MDf given by equipment or spells. Calculated: Half Int Mod + MDf of Equipment
Evasion Bonus: This is a measure of how much you can augment your normal dodging capabilities for physical attacks. Calculated: Dexterity / 4 Fortitude: This is a measure of how resistant you are to torture and physical status ailments. Calculated: Constitution / 4 Reflex: This is a measure of how well you can dodge Spells. It is different from your Evasion Bonus as Evasion covers things normally dodgeble through sight, sound, or touch. However many spells may materialize instantaneously or have no forewarning until a split second before. Calculated: Intelligence / 4 Will: This is a measure of how well resistant you are to mental status ailments. Calculated: Wisdom / 4
Damage: This is a measure of how much damage you can do via melee or range attacks. Melee Damage is calculated with formula 1-6 + Strength Mod OR weapon damage + Strength Mod Range Damage is calculated with formula 1-6 + Dexterity Mod OR weapon damage + Dexterity Mod
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 10, 2009 10:17 am
Define Yourself Part 2: Stat Distribution Chart *Max Level is 100
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Jun 11, 2009 5:41 am
Define Yourself Part 3: Explanation
Combat Rank: This is a general ranking system for each and every character. One goes up in rank simply by being of a certain level. Some of these ranks may be required to gain access to certain abilities, items, etc.
Starting Level: This is a mark of the level that each combat rank starts at. If you level up to the level marked beside a particular Combat Rank, you get to increase your Base Points for the 6(six) main stats to reflect that Rank up. Also, if you wish to start with a character being at a certain Combat Rank, they must be at least the Starting Level and Base Points.
Base Points: These are the points that get attached to each of your 6 main stats. Meaning for Starter Rank, all 6 of your stats should have at least 14 points in them. These points are attained both by creating a character of this Rank or by leveling up to this Rank.
Distribution Points: These are points that are distributed out between your 6 stats. They are only applied if you are creating a character at this rank. For example, if you are creating a character of Newb Rank, all 6 of their stats would have a Base Point value of 10 however you could then customize the character by distributing the 30 Distribution Points among the 6 stats however you like. But if you level this character up to Starter Rank, only their Base Points increase.
Modifiers: Modifiers are used in various aspects of combat and calculations for the entire guild. Many of your other stats outside the 6 core stats are dependent on the modifiers from the 6 main stats. To calculate the modifier you would call upon this formula:
[Base Points + Distributed Points] – 10 = result / 2 = Modifier (rounded down)
For example: Say you are calculating your Strength Modifier for an Above Average combat rank character. Your Base Points would be 22 and lets say you added 40 Distribution Points to the Strength Stat.
[22 + 40]-10 = 52 / 2 = 26 Mod
Your Strength Mod would be 26 and your full stat would be 62.
To show the meaning of rounding down, say instead of 40 Distribution Points, you placed in 41 Distribution Points. The formula would change slightly.
[22 + 41]-10 = 53 / 2 = 26.5 = 26 Mod
Same general result but just slightly different math at the end.
Ability Distribution: Here are a set of numbers, much like Distribution Points, you use these points to determine how many abilities you can have for a starting character. This also allows for having a set of Mastered Soul Spheres for a starting character. Of course, these stats will be significantly lower than a character that was leveled to the point of a starting character.
Rank 1 Abilities require 2 points. Rank 2 Abilities require 5 points. Rank 3 Abilities require 10 points. Rank 4 Abilities require 25 points.
Rank 1 Soul Sphere Mastery requires Average Combat Rank and 20 points. Rank 2 Soul Sphere Mastery requires Above Average Combat Rank and 30 points. Rank 3 Soul Sphere Mastery requires Fighting Specialist Combat Rank and 40 points Complete Mastery of a Soul Sphere requires Fighting Specialist Combat Rank and 50 points. Soul Spheres with only 1 Rank require 30 Points to master.
Summon Magicite can be owned by starter characters but require 5 points per Magicite.
So by these calculations, if you were to create a Above Average character, they would be able to have any of the following example combination of abilities and more: -2 rank 4 abilities mastered OR -25 Rank 1 abilities mastered OR -a Soul Sphere up to Rank 2 mastered and a Rank 3 Ability and 2 Rank 2 Abilities outside the abilities for the Soul Sphere OR -2 Soul Spheres up to Rank 1 mastered and a Rank 3 Ability outside the abilities for the Soul Spheres OR -a Rank 4 ability mastered, A Soul Sphere up to Rank 1 mastered and a Rank 2 ability mastered.
There are several other combinations but those are just to give a few examples. When a Soul Sphere rank is mastered in this method, that means that a Soul Sphere can be held by that character with that many ranks already mastered. For example, if a character has a Squire Soul Sphere and is created at Above Average, they would only be able to master the sphere up to Knight but would have all of the abilities for Squire and Knight already mastered and be on either Paladin or Dark Knight which are Rank 3 classes.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jun 11, 2009 7:02 am
What You Can Do
Evasion Bonus: Normally, the hit/miss ratio for physical attacks on a character is pre-determined by the roll of a 100D. However, this stat allows for the alteration of this ratio by taking one’s full Dexterity Stat and dividing it by 4. The result is then added to the ratio for the character and their chance for evading is increased by that much.
Fortitude: When being inflicted with a physical status ailment (Poison, Paralysis, Stone, etc) there is a chance for your body to naturally resist this effect. Attacks that inflict physical status ailments will have to roll 2 100D. The first of which will determine if the basic damaging attack goes through and the 2nd is to determine if the status effect goes through. Each attack will have a % chance of hitting. You add your Fortitude to the dodge % to see what your chances are of resisting the ailment. This is calculated with Constitution / 4.
Reflex: Most damaging spells can start from any point in space and for that reason, can be far harder to dodge than normal and will take sheer reflexes to dodge. This is calculated with Intelligence / 4 added to the lower portion of the spells attack potential.
Will: When being inflicted with a mental status ailment (Confusion, Berserk, etc), there is a chance for your mind to naturally resist this effect. Attacks that inflict mental status ailments will have to roll 2 100D. The first of which will determine if the basic damaging attack goes through and the 2nd is to determine if the status effect goes through. Each attack will have a % chance of hitting. You add your Will to the dodge % to see what your chances are of resisting the ailment. This is calculated with Wisdom / 4.
Damage: This is where you display your base damage possibly by your character. The numbers displayed here are for unarmed combat with no extra enhancers do to soul sphere or equipment but are also added to weapon damage when applicable. You have 2 types of damage, Melee (punches, kicks) and Range (throwing rocks, pebbles, etc). Both of which start with the damage of 1 – 6. Damage is marked in ranges as not all attacks will do the exact same damage all the time. Also, you can add specific mods to your stat to increase the damage.
Melee Damage: 1-6 + Strength Mod(to both numbers) Range Damage: 1-6 + Dexterity Mod (to both numbers)
Skills: Here is a list of all the skills your character may have that could help with rp or combat. They are particular actions your character may perform that don’t necessarily fit into an ability or spell such as swimming or hiding or playing an instrument.
In order to perform a skill (called a Skill Check) you must spend 1 attack turn unless you are doing the Skill Check as a counter to someone else’s Skill Check.
Skill Points: This is a measure of how good you are at a particular skill. Just about every skill has a stat modifier associated with it but you also gain Skill Points as your level or intelligence increases. You can distribute these points however you like.
Calculated: 2 + [Intelligence mod x level] Meaning multiply your Int mod times your level and then add 2 to that result.
*For a detailed list of each skill, please see the Skill Thread.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Jun 11, 2009 7:16 am
What You Own
Possessions: These are all the things you own that may or may not have any baring on your characters performance. Maybe a sword or unique pendent from a special someone.
Money: Makes the world go round. You can acquire more by going on missions or being apart of different groups that give out salaries. Also, it pays not to have a emo kid character with no family.
Excess Equipment: Here is a list of all the items, weapons, tools, soul stones, and magicite your character has on them but not equiped at the moment. It’s best to list the full description/stats of the item so as not to have to keep going back and forth.
Valuables: Here is where you list any items your character simply has that has no baring on their stats but may be used in RP purposes like a pendent from their mother or a ribbon that someone close gave them.
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|