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profiles construction (DBZ and general profile construction)

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Emily Marneth

Captain

PostPosted: Sat Feb 14, 2009 6:34 pm


Here is the profile sheet that you will use for your character. The various headings in the sheet will be explained in later posts! It is provided in code form for convenience!

Most credit goes to the wonderful folks at Way of the Ninja for their amazing system and breakdown of their system.

You guys are amazing. mrgreen

This is the DBZ character sheet. For other sheets (for use with my system) you will need to report to the subforum that the rp is based out of.

[b]User-name:[/b]
[b]Posting:[/b]
[b]Time zone:[/b]

[align=center][b]~Character Data~[/b][/align]

[b]Name:[/b]
[b]Bloodline/clan/race:[/b]
[b]Sensei:[/b]
[b]Home village (and/or) home planet:[/b]
[b]Ki type affinity:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Rank:[/b]

[align=center][b]~Appearance~[/b] [/align]

[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]

[b]Missions/achievements: [/b]

S:
A:
B:
C:
D:

[u][b]Techniques:[/b][/u]

[u][b]Ki techniques-[/b][/u]

[u][b]Martial Techniques-[/b][/u]

[u][b]Modification Techniques-[/b][/u]

[align=center][b]~Stats~[/b][/align]
[b]LV. [/b]
[b]Experience:[/b]
[b]Hp:[/b]
[b]Sp:[/b]
[b]Kp:[/b]
[b]Sl:[/b]
[b]Power Level[/b]

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

[b]Strength:[/b] | mod =
[b]Dexterity:[/b] | mod =
[b]Constitution:[/b] | mod =
[b]Intelligence:[/b] | mod =
[b]Wisdom:[/b] | mod =
[b]Charisma:[/b] | mod =
[b]Ki:[/b] | mod =
[b]Dodge Bonus:[/b]

[b]Base Attack Bonus:[/b]
[b]Attack Melee:[/b]
[b]Attack Ranged:[/b]
[b]Attack Ki:[/b]

[b]Base Save Bonus:[/b]
[b]Fort:[/b]
[b]Rex:[/b]
[b]Will:[/b]

[b]Damage: [/b]
Martial damage:

Ki blast damage:
[any other weapon you use]

[align=center][b]~Skills~[/b][/align]

>>>PLEASE INCLUDE ONLY THE ONES YOU ARE SUPPOSED TO HAVE AS YOU HAVE A LIMITED AMOUNT OF SKILLS. FOR MORE INFORMATION CHECK THE 'SKILLS' SECTION OF THE STEP BY STEP THREAD. ALSO PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<

Swim: (Str)
Grapple: (Str)

Escape Artist: (Dex)
-Hide: (Dex)
-Move Silently: (Dex)
Tumble: (Dex)
[color=white]____[/color]Balance: (Dex)
Sleight of Hand: (Dex)
[color=white]____[/color]Use Rope: (Dex)

Concentration: (Con)

-Craft: (Int)
-Repair: (Int)
-Disable Device: (Int)
[color=white]____[/color]Use Technology: (Int)

Forgery: (Int)

Knowledge: (Int)
[color=white]____[/color]Research: (Int)

-Spot: (Wis)
-Search: (Int)

Listen: (Wis)

Alchemy: (Wis)

-Sense Motive: (Wis)
-Read Lips: (Wis)

-Survival: (Wis)
-Treat Injury: (Wis)

-Bluff: (Cha)
-Diplomacy: (Cha)
-Gather Information: (Cha)
-Intimidate: (Cha)
-Innuendo: (Cha)
-Seduction: (Cha)
Perform: (Cha)
Handle Animal: (Cha)

Disguise: (Cha)

Martial techniques: (Str)
[color=white]____[/color]Weapons:
Ki techniques: (Ki)
Ki Control: (Int)
Modification techniques:

Sneak Attack:

[align=center][b]~Possessions~[/b][/align]

[b]Money:[/b]

Ryo:

[b]Equipment:[/b]


[b]Valuables[/b]
 
PostPosted: Sat Feb 14, 2009 6:40 pm


Step One: "Thinking of a Character"

The first thing to do is brainstorming what kind of character you want to create. Create a small model in your head and slowly dress it: give it a personality, background and a life. Also keep in mind that a good character is not a strong one but a flavored one. So giving details to your character might make it more entertaining when role-playing it. A one-dimensional character is no fun in the RP. Also keep in mind that your character must be your own, not some bad imitation of a character you saw on another anime or one character in the actual series. Please try to keep is not cliched; we don't like Sasuke ripoffs.
 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Sat Feb 14, 2009 6:51 pm


Step Two: Contact the Village/Planet's leader:

Once you have the idea of what your character is going to be like, please send a PM to the person that is the leader of the village you are joining. This PM is a request for the permission to join. If the Planet/Village is listed as 'accepting' in the 'status thread,' then you should wait to send the completed profile to the Leader with whatever else they have requested in the status thread.
 
PostPosted: Sat Feb 14, 2009 6:54 pm


Step Three: Starting the Profile.

If you have received the say-so, or even if you haven't and just want to start the profile, we'll now introduce the various headings here!

First is the personal information:

Username: Self explanatory

Posting: How often do you post?

Time Zone: This is to make it easier for your leader to put you with other people in the same time zone, when assigning teams or missions.
 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Sat Feb 14, 2009 7:08 pm


Step Four: Character Data.

~Character Data~


Next is basic character information:

Name: Self explanatory. Make sure to indicate which is the surname!

Bloodline/Clan/Race: If your clan has special bonuses, put them here! Of course, if you have a made-up bloodline/clan of your own you will have to get it approved in the Bloodlines subforum.

Sensei: This is where you list those you have trained under, and for how long you trained underneath them. Special techniques may require you to be taught by certain Masters, and some may take a specific time underneath the Master in addition to the training time cost.

Home Village/Home Planet: Again, self explanatory. Make sure you have permission.

Ki type affinity: You can only have a maximum of two. Depending on your affinity there are different techniques you can master. These are completely up to you. Just about any energy you can think of is available.

Age: Again, self-explanatory. Don't worry, there will be opportunities to increase your age, so don't stress about starting young. (In fact, you might like starting young, as it means you can gain more power than some of those who start older. You just have to work a little harder.)

Gender: Male, Female, or any other classification (intersex, pseudohermaphrodite, asexual, etc.)

Rank: Rank is your character's standing. These ranks are classifications of the character's skills and power level. Everyone starts as an 'E' rank unless given special permission by the leader of their Planet.

Rank is decided by level.

E: level 1
D: level 2
C: level 10
B: level 30
A: level 35
A+: level 40
S: level 60


After creation, ranks are determined by power level.

D: 32

C: 1260

B: 14,850

A: 30,135

A+: 43,200

S: 131,760  
PostPosted: Sat Feb 14, 2009 7:12 pm


Step Five: Character Appearance.

~Appearance~


Now we're really going to flesh out your character:

Height: Please keep this reasonable. (If you're a human, you're not going to be 14 feet tall without a good excuse. If you get permission, more power to ya.)

Weight: This should be kept believable too! And it should match with the height, unless you want to be obese or terribly thin.

Hair: Describe your character's hair. Hair colour and length is a must. Also, is it straight, curly or wavy? Does your character have a mohawk or is the hair unevenly chopped, or is it layered? Is it dyed and is it healthy?

Eyes: Your character's eyes. Unless you are super good, this obviously won't be too long, but don't miss out on the essentials like colour, size and expression. You could even comment on the length of the eyelashes, and makeup your character wears if any!

Physical Description: Body type, skin and well a general description of how he looks goes here. Is your character fat, stocky or thin? If your character works out and is physically strong he should have large muscles. And you could even comment on breast size for females. Is your character pale from studying all day indoors or has the outdoor training given him a tan? Also note any scars, tattoos, seals, piercings and birthmarks. You should also describe your character's face and general looks! For example, does he have perfect teeth, and what about his nose?

Clothing: Obviously describe your character's clothes! Remember to keep them practical for their style of fighting/existing.

Background: Your character's past. How did he end up where he is? Has he had a (gasp), horrible past, or has relatively nothing happened to him? Please try to keep it not cliched. No bad "My brother killed my clan I hate everyone ahhh I m a psico woe !"

Personality: How your character will act. Is he always happy and what really ticks him off?

Other: Miscellaneous things that don't really fit anywhere else.
 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Sat Feb 14, 2009 7:49 pm


Step six: Jutsus and Missions.

Missions/Achievements: Keep these blank for now, but add to them once you finish missions!

Techniques: In here keep a record of what techniques your character knows.

Modification Techniques: If your character has a modification technique, put it here. These are techniques like Kaio-ken, a saiyajin's oozaru transformation, attainment of Super Namekian/saiyan, etc. etc.
 
PostPosted: Sun Feb 15, 2009 9:43 am


Step Seven: Stats

Now for the stats! This bit really gets people confused so read carefully! This is just a run-through introduction of the stats, so for a more detailed guide on the Abilities please check the 'Abilities' thread.

~Stats~: These are the obvious stats of your characters think of them like characteristics. If your character is more of the hit first, ask questions later kind of person then of course more points would be put on Strength than on Intelligence. To try to even out your character when you character is obviously not an all around person would seem unrealistic.

Level: Most people start at level one. If you start at a higher level, check the table below.

Experience: This is how much experience you have. When you reach the end of the bar (100/100 for level 1) you will Level Up. (Refer to the 'Training and Levels' thread)

Hp, Kp, Sp, Sl: Your hit points and Ki points, stamina points, and Soul. These can only be filled in after you do your stats.

Your starting Hp is [10 + constitution modifier] x level and

your starting Sp is that same measurement.

your starting (resting) Ki is [5 + Ki modifier] x level and

your Soul is your Wisdom Modifier.

To read about modifiers, please check the 'What is d20?' thread. When you level up you have to recalculate your Hp and Cp.

As a level 1, you start with 6 in all your stats (base points) and have 20 points to distribute amongst them. Please don't forget to fill in the modifiers.

If you are starting at a level higher than one, remember that you might want to keep your character intelligently built, but that there are no stat caps, nor skill caps.

Power Level: This is a measure of your character's level of power (wow, big leap, that XD) For more information, see right here. But all you need to know is that it is calculated with this equation:

[(STR mod + DEX mod + WIS mod)/2] * (Hp + Kp)

Add your strength mod to your dex mod, plus your wisdom mod, and divide that number by 2. Add your HP to your Kp and multiply that number with the first number. This results in your power level. (Please note that the result of your str, dex, and wis mods can not be below 1. And if it is this way, you should replace the negative or the zero with a 1.)

Strength: This measures your raw power and well strength.
Dexterity: This measures how agile you are, as well as your coordination skills. It also affects your dodge bonus.
Constitution: This is how hardy you are; how much you can endure.
Intelligence: This is how smart you are in terms of knowledge.
Wisdom: This measures your instinct, as well as your aptitude to the wild. It also affects your dodge bonus.
Charisma: This is how good your social skills are.
Ki: This measures your base reserves of energy.

Dodge Bonus: How hard it is to hit you. Attacking and dodging is explained in another thread so I won't go into detail, but in order to figure this out all you need to do is 10 + your wisdom modifier + your dexterity modifier.
 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Sun Feb 15, 2009 10:30 am


Continuation of step seven: starting levels and points

User Image  
PostPosted: Sun Feb 15, 2009 10:35 am


Cont. Of Step Seven: Explaining Base points, points for distribution, and modifiers (Ya I know bear with Please smile )

Base Points: Base points are simple, they are the numbers that your stats (remember stats refer to the seven characteristics I explained. Strength, Dexterity, Ki, Constitution, Wisdom, Intelligence, and Charisma) start at before putting any points to them. So say you were starting at as an E-rank, they would start at six before you put any points to them.

Points for Distribution: Points for Distribution are the amount of points you get to distribute to the seven stats. Meaning as an E-rank, you get 20 points for distribution. If you wanted to put five points on Strength it would now be at 11 (since base points is 6 for E-ranks) and you would have 15 points left for distribution.

Modifiers: Modifiers are something you figure out after distributing all your points. This is used when performing skills, figuring out saving throws, melee/ranged attacks, when leveling up, as well as other things. Therefore, you must know this in order to do anything in this guild. Modifiers are solved by a simple equation:

Stat-10=#/2, rounded down AKA (Stat-10)/2 rounded down

So say that for example you are that E-rank that I mentioned earlier with the 11 in strength. The equation would work out like so:

(11-10) = 1

1 / 2 = 0.5.

Rounding it down equals +0. If the person had a 12 instead he would of had a +1 instead of a +0 for a modifier.

However do not think that all modifiers automatically have a + in front of them. If that character had decided that he didn't care for strength and only put 2 points on it leaving him with a 8 in it for example, the equation would have come out differently. It would have come out like so: (8-10) = -2/2 = -1. Thus, he would have had a -1 modifier in his modifier for Strength. Now for low-levels we understand that some of your stats' modifiers will indeed come out negative, this is to be expected however. As a newbie, you are supposed to be... well cruddy. You can't expect to be too awesome when first starting out now can you? That’s about it for your stats.
 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Sun Feb 15, 2009 10:43 am


Step Eight: Attack, Damage, And Saving Throws

Base Attack Bonus: The Base Attack Bonus is the amount added to your melee and ranged attacks. To figure out your Base Attack Bonus all one needs to do is look at your level. This is because your level is your Base Attack Bonus, so if you are level 1 then your Base Attack Bonus is 1 and so forth. You need the Base Attack Bonus to figure our your Attack Melee and Attack Ranged bonuses which is what you actually use in battle.

Attack Melee:The Attack Melee is simply what is added on to your melee attack attempts. Therefore, when you are using fists or some type of weapon where it is close-range battle; you are not throwing it, then you are using this. In order to figure out your Attack Melee you just add your strength modifier to your Base Attack Bonus.

Attack Ranged: The Attack Ranged is simply what is added on to your ranged attack attempts. Therefore, when you are using any type of long-ranged weapon. In order to figure out your Attack Ranged you just add your dexterity modifier to your Base Attack Bonus.

Damage: Dealing Damage is figured out using random numbers. To start with all martial arts users deal 1-6 damage. Then one adds in their strength modifier as well as adding plus 2 to the max damage for every 10 skill points in martial techniques. Then when one is succesful and hits their target they put the lowest number in the minimum slot and the highest number of Damage in the maximum slot.

Base Save Bonus: The Base Save Bonus is just the amount added to your other Saving Throws. To figure out your Base Save Bonus you just need to divide your level by two and round down. Meaning if you had been level one your Base Save Bonus would be zero.

Fortitude: I will not go into what Fortitude is or what the other Saving Throws are for that matter since these things are explained in the Ability thread of this game system sub-forum. I will only say that when attempting to figure this out all you need to do is add your Base Save Bonus with your Constitution modifier.

Reflex Save: This is found out by adding your Base Save Bonus with your Dexterity modifier.

Will Save: This can be figured out by adding your Base Save Bonus with your Wisdom modifier.
 
PostPosted: Sun Feb 15, 2009 10:45 am


Step Nine:Skills

Skills: Skills are the certain actions that your character can perform. Those actions are things like tumbling to escape a trap, performing ki techniques, hiding to sneak past an enemy, or even performing with an instrument. In order to perform these things though one must have put a certain amount of points to these skills. When starting out your character it gets 10 skills automatically and on top of that a certain amount of skills depending on your intelligence modifier. Meaning if you had a +1 intelligence modifier that means you get 11 skills while if you had a +5 you would get 15 skills. Those with negative modifiers however, do not need to worry about getting the amount of skills starting out lowered. This should go without out saying, but you cannot perform skills that you have not learned. Meaning those who do not learn the ki techniques skill cannot perform any ki techniques whatsoever.

Skill Points: These things are used to either buy new skills or upgrade old ones. When first finding out your skill points amount you do the following equation:

[intelligence modifier x level]

This will show you how many skill points you have to start with and from there you can use that to spend it learning new skills or making the ones you own stronger. You will understand the importance of learning skills and putting points on ones you own if you check the Skills thread of this game system. That is really all you need to know in concern to creating your profiles and skills.
 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Sun Feb 15, 2009 10:59 am


Step Ten: Possessions (The Final Step)

Possessions: Everything you own from money to equipment. To start out with you shouldn’t have any Ryo, or Equipment.

Ryo: The Currency that will be used in the guild. You earn Ryo from doing missions and the amount of Ryo earned after each mission will vary on the rank of the mission.

Equipment: You as a warrior use these things during missions and in life. Your equipment contains things like the weapons you will own, poisons, passports, and any other tools. In concern to weapons and poisons, they must be purchased before putting them into your equipment area. In order to purchase these things you must have the necessary Ryo that is listed in the Weapons thread. Then you must purchase them at Market Threads that will be created.

As a warrior, you can begin with one weapon or piece of equipment (a scouter, perhaps? Or saiyan armor? Weighted clothing?), should you choose. However, you will be sacrificing one technique from your allowed number. Meaning that if you start D-rank, you can choose to have a weapon rather than a special ki technique. This might be a strategic move, depending on your character, because weapons don't run out of ki.

Valuables: Anything that holds personal or monetary value to your character eg. a locket with a photo of his mother.
 
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Emily Marneth's system thread

 
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