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My LONG Character creation.

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krome_devil

PostPosted: Mon May 29, 2006 6:44 pm


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PostPosted: Mon May 29, 2006 6:45 pm


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krome_devil


krome_devil

PostPosted: Mon May 29, 2006 6:46 pm


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PostPosted: Mon May 29, 2006 6:47 pm


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krome_devil


krome_devil

PostPosted: Mon May 29, 2006 6:48 pm


Part 4: Game Mechanics

The following is an explanation of combat, damage, etc. blatantly stolen from the page in the hangout. ^^;;;


Combat Value- Combat Value governs all aspects of physical combat, including your skills in attacking, defending, and delivering damage. There are two separate components of Combat Value. Attack Combat Value (ACV) and Defense Combat Value (DCV). Your Combat Values are figured as follows:

ACV= Body+Mind+Soul/3
DCV= ([Body+Mind+Soul]/3)-2

Health Points- Health Points (HP) represent the amount of damage you can take in combat before you die. HP is figured as follows:

HP= (Body+Soul)*5

Energy Points- Energy Points (EP) represent the reserves and fortitude your character has at there disposal when attempting to accomplish difficult tasks. EP can be used to fuel Magic, Psionics, or other special attributes. Also, you can boost your own attributes with EP, gaining a boost for a small amount of time. EP is figured as follows:

EP= (Mind+Soul)*5

Doing Things in BESM:
When you want to do something out of the ordinary in BESM, the GM will ask you to make a Stat Check. A Stat Check is done by rolling 2d6 against a specific Stat. Your goal is to roll under the Stat. If it's an easy task, the GM will assign a negative modifier, making it easier for you to succeed. If it's an hard task, the GM will assign a positive modifier, making it harder for you to succeed. Also, there are two circumstances which always take precedence. If you roll a 2 on any roll, you automatically succeed. If you roll a 12 on any roll, you automatically fail.

Skill Usage in BESM:
A skill check works much like a stat check. Skills combine with related attributes for checks (such as Mind stat with the Computers skill to do hacking). Like stat checks, the GM may assign a modifier depending on how easy or difficult it is. Skills, when used in conjunction with a stat, provide a bonus to the roll based upon the level of the skill. If you posses the required specialty in a skill (Hacking speciality in the example above), then treat the bonus as one level higher than the actual level. The bonus provided is a number that is subtracted from the number you roll with the dice.

Combat in BESM:
Combat follows a basic pattern of events. Combat happens in a series of segments called Turns. These are the steps of combat.

Step 1: Initiative

Step 2: Character Actions
(Attack, Defend, Other)

Step 3: Resolution
(Assign Damage, Heal, Finish Combat, Other)

Step 1: Initiative: To do Initiative, you roll 2d6, and add the result to your Combat Value. You want to roll high.

Step 2: Character Actions: Characters can take One Action per turn. This action can be one of several things.
Attack- To attack, you roll 2d6 under your combat value. If you succeed in your roll, you deliver damage. Damage is figured in one of several ways:
Unarmed Damage: Add your ACV to your Body Stat to determine the number of health points worth of damage you've done.

Armed (Melee) Damage: Add your ACV to your Body Stat, and then add your weapons damage value to both to determine the number of health points worth of damage you've done.

Armed (Ranged) Damage: Add your ACV to your weapons damage value to determine the number of health points worth of damage you've done.

Defending- You can defend against one attack per round (or two, if you sacrifice your main action). To defend, you roll 2d6 under your DCV. If you succeed, you've completely defended against the attack, and you take no damage. If you fail, you take normal damage.

Other- Other actions include anything that's not an attack or defense. Untying someone, healing someone, fleeing the battle, talking at length are all examples of "Other" actions. However, saying a few words during combat does not require you to take an "Other" type of action.

Step 3: Resolution- In the Resolution part of a turn, you apply (or remove, if healed) any damage that was done, mark off any spent (or regained) Energy Points, and do anything that would be done afterward. If the battle is not finished, a new turn begins, and everyone goes back to Step 1 (Initiative).


Part 5: Character Development

Now that you have decided all you can about your character it is time to do something much more familiar to you: the creation of what your character is, what they look like, and other things that do not really require any rolls or, with some people, thinking! ^^ Here we go!

Gaia Name: (Hint: It is the one you use to log onto this account.)

Character Name: If we need to explain this, leave.

Race: Android, Human, or God. If human, say which cybernetic or Nanotech enhancement you have if necessary.

Age: In years, please.

Sex: Not whether or not you want it, but which you are. Get your mind out of the gutter.

Persona: Personality, psyche, and other things relating to the way you think, what you know, and your outlook on life.

Bio: A summary if your life up to this point, and please try to explain your attributes and defects in it, along with any noticeable numbers of your mind, body, or soul. Feel free to be as elaborate as you want, and make sure to not be too simple.

In addition to that fill out this Character sheet so as to easily access all data necessary for everyday game play.

Personal Information
Player Name
Character Name
Character Role
Creation Points

STATS
Body Mind Soul


Derived Stats
Combat Value
Attack Combat Value
Defense Combat Value
Health Points
Energy Points
Initiative Roll
Experience Points

ATTRIBUTES
Attribute Name Level Points/Level Cost
















DEFECTS
Defect Name Level Points/Level Cost






SKILLS
Carried Equipment






WEAPONS
Weapon Damage Abilities Disabilities
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