Post by Admin on Apr 12, 2014 18:06:49 GMT
When making a character the first thing that helps is coming up with an idea of just what kind of person you want to portray. Do you want to be a brash fighter that just runs into the fray of combat without a care, or a frail bookworm more interested in research and unlocking the secret history of the land. The game system is a balance between allowing a player to create their own customized character that fits their personal vision for what they wish to portray while not getting too clogged down with stats. The stats that are there are pretty self explanatory.
Template
Name:
Race:
Pic:
Description:
Background:
Attributes:
Skills:
Equipment:
NAME
There are no rules for making a name, other then try and make sure that your name isn't the same as another characters since that would create some confusion later with the bot. Feel free to be creative, though if you have a silly name know that you'll get treated icly in a unforgiving way for having it.
RACE
To start we'll have a limited number of races, though each race will have a wide verity of what can be done with them. Mechanic wise there will be no distinction between high elf and dark elf, or barbarian and high human or whatever. Each race has been around for some time and has adapted to live in a large array of climates and taken on varied world views. As time goes on, more races will be added and the races mentioned below will be better flushed out to include slight stat bonuses.
Human-
By far the most prevalent of any of the races. They're wildly social and found in just about any corner of the world. Their endless curiosity has caused many of them to live as a part of other cultures and while some races may distain them as a group, individually they tend to find their place where ever they go over time.
Elves-
They appear to be human, except for their grace and their ageless beauty. Magic comes second nature to them and they take pride in their culture. Many of the living more towards their ideals then towards the needs of the actual moment, but that is the trap of having such long lives to live. Some elves have quite long and pointed ears, while others only have the hint of a tip to them.
Dwarfs-
Dwarfs are strong and stalwart. Mostly favoring their immense keeps carved into the living rock of large mountain rages, they've made a name for themselves with their crafting and with their uncanny ability to find rich deposits of precious metals in the earth. Able to take a punch and a joke, they're generally carefree people that aren't much on talk and politics and focus more on results and the practicality of something in the immediate future.
Wildlings-
Affectionately called furrys by some, they are humanoids touched by nature to take on the animalistic qualities of cats, wolves, or even dragons. They come in all shapes and sizes. Some having earned their own names such as the centaurs or minotaur's. The wildlings tend to form communities with the same subrace of animals that they emulate, though there are cases of a few halfbreeds known, they are sterile so the attributes that they are found with are never more then what they've inherited from their mother and father.
Vampires-
Undead of just about any race except lycan or demon. They are feared in the world for how they live off the blood of other sentient creatures. Not able to birth any of their own, their families grow by turning others into vampires and having them join their coven by a focused and dedicated act of will. They are looked upon as abominations by most of the religions of the world and though gain supernatural strength by being turned, that power in kept in check by their nature being vulnerable to holy magic and wards as well as an aversion to sunlight. A vampire that openly shows herself will likely be killed without question.
Vampire blood is highly addicting and those that make a habit of drinking it can be heavily linked to that vampire's whims.
Lycan-
Also known by those that live in the woods as 'werewolves', they appear as another race most of the time, but on the night of a full moon the change takes hold and they turn into violent killing machines. Possessing terrible strength and regenerative capabilities, they enter a kind of bezerker rage laying waste to anyone around them, even their friends and loved ones. Only in time can that rage be controlled and focused, but even then it's never a guarantee. Because of this innate danger they are actively hunted and will be killed on site by the general public if they are discovered. Their animalistic side is seen as a corrupted version of nature, and druidic wards and shamanistic spells go a long way to ward off Lycans as well as their vulnerability to silver weapons.
Demons-
They aren't inherently evil, they just think they can make better use of a mortals soul then they can. Demons have been around for a very, very long time. Since creation though many have forgotten their true beginnings. Left over scraps of the power that made the gods, or left over as the gods warred amongst themselves and ripped the essence of divinity from one another in their fight for supremacy, they are different, frightenly otherworldly and totally inhuman. Each has it's own purpose, but finds warmth in the life that gods have breathed into their creations. They know the true power of the world and seek to steal and mold that spark of creation gifted to each living, thinking creature into a greater purpose.
Demons can enter into pacts with others, grating them a portion of that individuals 'soul' in exchange for a service or servitude. These ancient beings have access to powers that are outside what others can do, but are also bound heavily by the laws of magic. Conjurers that know a demons true name can bind them to their wills so long as they are powerful enough. Of course that risks the ire of a very old, and very knowledgeable demon.
Picture:
Feel free to post a link to a picture that looks like your character on the character sheet. Just no underage pics please.
Description:
Write at least a paragraph or two about what the character looks like, how they act, something that another could read and get a better understanding of the character that they're interacting with.
Background:
Write at least a paragraph or two about your character's history. Where they were born, what they do for work and what they know and how they learned it.
Attributes:
Attributes are the core of what a character can and can't do when acting in the world. At character creation, each attribute will start at 5, with the player able to allocate an additional 10 points on a one for one basis. Hit points and energy are a standard 10 for each.
Each level a character earns is allotted 5 more points to distribute for Attributes. And 5 points are earned to be split before HP and energy.
Hit points: Life a character has till KO or dead.
energy points: measure of magical resolve or energy used to fuel special physical attacks.
Physical attack: Combined with weapon value and rolled for attack.
Physical defense: Combined with armor value and rolled for defense.
Magical attack: Combined with weapon value and rolled for attack.
Magical defense: Combined with armor value and rolled for defense.
Agility: Used to determine initiative and for physical special attacks.
Will: Used for initiative, magical stats effects / buffs / debuffs.
Skills:
Skills are a measure of what a character is good at doing. One way of looking at it as what a character can do reflexively either by practice or by raw natural talent. Players start with 5 points to put into skills and gain 3 points per level to put into skills. Unless points are placed into a skill, it's base is 0. It's worth noting that there are no 'classes' in the game. Just because someone can learn how to summon a demon doesn't mean that they're somehow magically barred from learning how to pick up a sword and fight or learn how to cast healing spells. It's to allow greater customization of characters to fit the vision that the player has for them. Lets see what everyone can dream up!
Knives-
Knives and other small bladed weapons like claws are made for close quarters combat and particularly effective in finding the weakness in another's armor or their vital organs. low on base damage, but they have additional innate bonuses on their chance to get a double attack as well as get a critical attack for twice the damage given by that strike. Points in knives will further increase that % chance to get a double attack or a critical attack when using a knife.
Swords-
Swords are average weapons. Good for just about any situation. Points in this skill will give a small increase when using a sword to it's attack value, critical strike, double attack chance and parry rating.
Maces-
Maces excel when fighting heavily armored targets. The sheer kinetic force of a good mace is still easily able to break bones even against a knight in full plate. learning this skill increases attack value, and armor penetration when using a mace.
Axes-
Axes are incredibly deadly when used to attack someone. They excel in doing high damage and are very likely to gain a critical strike. Putting points into axes will further increase the chance of scoring a critical attack as well as give a bonus to attack value with them.
Bows-
Bows and cross bows are excellent at range. Those trained in them have pin point accuracy for critical strikes. Improving bow skill will up an attack with the weapon as well as the chance of getting a critical hit with it.
Light armor-
Improved skill increased armor value from light armor and can up critical resistance.
Medium armor-
Otherwise known as leather armor or even light chain or scale armor. Skill will increase armor values and critical resistance.
Heavy armor-
Plate armor where increased skill will up the defensive value as well as up critical resistance.
Block-
Only available when a shield is equipped. Allows a chance of mitigating damage to half of a successful hit, and increases the defensive value from shields. No casting is possible with a shield equipped.
Arcane-
Acts as a precondition to learning spells in the arcane school. Different spells have different minimum requirements.
Pyromancy-
Acts as a precondition to learning Pyromancy.
Aeromany-
Acts as a precondition to learning Aeromancy.
Geomancy-
Acts as a precondition to learning geomancy.
Hydromancy-
Acts as a precondition to learning hydromancy.
necromancy-
Acts as a precondition to learning necromancy.
Illusion-
Acts as a precondition to learning illusion spells.
Conjuration-
Acts as a precondition to learning conjuration spells.
Holy-
Acts as a precondition to learning holy spells.
Nature-
Acts as a precondition to learning nature spells.
Equipment:
All characters start play with only a knife to their name and 200 gold in their pocket.
Knife-
physical attack- 2
crit chance- 5
double attack chance- 5
cost- 50gold
long sword-
physical attack- 5
crit chance- 2
double attack chance- 2
parry chance-2
cost- 100 gold
leather armor-
physical defense- 3
crit defense- 2
cost- 70 gold
Template
Name:
Race:
Pic:
Description:
Background:
Attributes:
Skills:
Equipment:
NAME
There are no rules for making a name, other then try and make sure that your name isn't the same as another characters since that would create some confusion later with the bot. Feel free to be creative, though if you have a silly name know that you'll get treated icly in a unforgiving way for having it.
RACE
To start we'll have a limited number of races, though each race will have a wide verity of what can be done with them. Mechanic wise there will be no distinction between high elf and dark elf, or barbarian and high human or whatever. Each race has been around for some time and has adapted to live in a large array of climates and taken on varied world views. As time goes on, more races will be added and the races mentioned below will be better flushed out to include slight stat bonuses.
Human-
By far the most prevalent of any of the races. They're wildly social and found in just about any corner of the world. Their endless curiosity has caused many of them to live as a part of other cultures and while some races may distain them as a group, individually they tend to find their place where ever they go over time.
Elves-
They appear to be human, except for their grace and their ageless beauty. Magic comes second nature to them and they take pride in their culture. Many of the living more towards their ideals then towards the needs of the actual moment, but that is the trap of having such long lives to live. Some elves have quite long and pointed ears, while others only have the hint of a tip to them.
Dwarfs-
Dwarfs are strong and stalwart. Mostly favoring their immense keeps carved into the living rock of large mountain rages, they've made a name for themselves with their crafting and with their uncanny ability to find rich deposits of precious metals in the earth. Able to take a punch and a joke, they're generally carefree people that aren't much on talk and politics and focus more on results and the practicality of something in the immediate future.
Wildlings-
Affectionately called furrys by some, they are humanoids touched by nature to take on the animalistic qualities of cats, wolves, or even dragons. They come in all shapes and sizes. Some having earned their own names such as the centaurs or minotaur's. The wildlings tend to form communities with the same subrace of animals that they emulate, though there are cases of a few halfbreeds known, they are sterile so the attributes that they are found with are never more then what they've inherited from their mother and father.
Vampires-
Undead of just about any race except lycan or demon. They are feared in the world for how they live off the blood of other sentient creatures. Not able to birth any of their own, their families grow by turning others into vampires and having them join their coven by a focused and dedicated act of will. They are looked upon as abominations by most of the religions of the world and though gain supernatural strength by being turned, that power in kept in check by their nature being vulnerable to holy magic and wards as well as an aversion to sunlight. A vampire that openly shows herself will likely be killed without question.
Vampire blood is highly addicting and those that make a habit of drinking it can be heavily linked to that vampire's whims.
Lycan-
Also known by those that live in the woods as 'werewolves', they appear as another race most of the time, but on the night of a full moon the change takes hold and they turn into violent killing machines. Possessing terrible strength and regenerative capabilities, they enter a kind of bezerker rage laying waste to anyone around them, even their friends and loved ones. Only in time can that rage be controlled and focused, but even then it's never a guarantee. Because of this innate danger they are actively hunted and will be killed on site by the general public if they are discovered. Their animalistic side is seen as a corrupted version of nature, and druidic wards and shamanistic spells go a long way to ward off Lycans as well as their vulnerability to silver weapons.
Demons-
They aren't inherently evil, they just think they can make better use of a mortals soul then they can. Demons have been around for a very, very long time. Since creation though many have forgotten their true beginnings. Left over scraps of the power that made the gods, or left over as the gods warred amongst themselves and ripped the essence of divinity from one another in their fight for supremacy, they are different, frightenly otherworldly and totally inhuman. Each has it's own purpose, but finds warmth in the life that gods have breathed into their creations. They know the true power of the world and seek to steal and mold that spark of creation gifted to each living, thinking creature into a greater purpose.
Demons can enter into pacts with others, grating them a portion of that individuals 'soul' in exchange for a service or servitude. These ancient beings have access to powers that are outside what others can do, but are also bound heavily by the laws of magic. Conjurers that know a demons true name can bind them to their wills so long as they are powerful enough. Of course that risks the ire of a very old, and very knowledgeable demon.
Picture:
Feel free to post a link to a picture that looks like your character on the character sheet. Just no underage pics please.
Description:
Write at least a paragraph or two about what the character looks like, how they act, something that another could read and get a better understanding of the character that they're interacting with.
Background:
Write at least a paragraph or two about your character's history. Where they were born, what they do for work and what they know and how they learned it.
Attributes:
Attributes are the core of what a character can and can't do when acting in the world. At character creation, each attribute will start at 5, with the player able to allocate an additional 10 points on a one for one basis. Hit points and energy are a standard 10 for each.
Each level a character earns is allotted 5 more points to distribute for Attributes. And 5 points are earned to be split before HP and energy.
Hit points: Life a character has till KO or dead.
energy points: measure of magical resolve or energy used to fuel special physical attacks.
Physical attack: Combined with weapon value and rolled for attack.
Physical defense: Combined with armor value and rolled for defense.
Magical attack: Combined with weapon value and rolled for attack.
Magical defense: Combined with armor value and rolled for defense.
Agility: Used to determine initiative and for physical special attacks.
Will: Used for initiative, magical stats effects / buffs / debuffs.
Skills:
Skills are a measure of what a character is good at doing. One way of looking at it as what a character can do reflexively either by practice or by raw natural talent. Players start with 5 points to put into skills and gain 3 points per level to put into skills. Unless points are placed into a skill, it's base is 0. It's worth noting that there are no 'classes' in the game. Just because someone can learn how to summon a demon doesn't mean that they're somehow magically barred from learning how to pick up a sword and fight or learn how to cast healing spells. It's to allow greater customization of characters to fit the vision that the player has for them. Lets see what everyone can dream up!
Knives-
Knives and other small bladed weapons like claws are made for close quarters combat and particularly effective in finding the weakness in another's armor or their vital organs. low on base damage, but they have additional innate bonuses on their chance to get a double attack as well as get a critical attack for twice the damage given by that strike. Points in knives will further increase that % chance to get a double attack or a critical attack when using a knife.
Swords-
Swords are average weapons. Good for just about any situation. Points in this skill will give a small increase when using a sword to it's attack value, critical strike, double attack chance and parry rating.
Maces-
Maces excel when fighting heavily armored targets. The sheer kinetic force of a good mace is still easily able to break bones even against a knight in full plate. learning this skill increases attack value, and armor penetration when using a mace.
Axes-
Axes are incredibly deadly when used to attack someone. They excel in doing high damage and are very likely to gain a critical strike. Putting points into axes will further increase the chance of scoring a critical attack as well as give a bonus to attack value with them.
Bows-
Bows and cross bows are excellent at range. Those trained in them have pin point accuracy for critical strikes. Improving bow skill will up an attack with the weapon as well as the chance of getting a critical hit with it.
Light armor-
Improved skill increased armor value from light armor and can up critical resistance.
Medium armor-
Otherwise known as leather armor or even light chain or scale armor. Skill will increase armor values and critical resistance.
Heavy armor-
Plate armor where increased skill will up the defensive value as well as up critical resistance.
Block-
Only available when a shield is equipped. Allows a chance of mitigating damage to half of a successful hit, and increases the defensive value from shields. No casting is possible with a shield equipped.
Arcane-
Acts as a precondition to learning spells in the arcane school. Different spells have different minimum requirements.
Pyromancy-
Acts as a precondition to learning Pyromancy.
Aeromany-
Acts as a precondition to learning Aeromancy.
Geomancy-
Acts as a precondition to learning geomancy.
Hydromancy-
Acts as a precondition to learning hydromancy.
necromancy-
Acts as a precondition to learning necromancy.
Illusion-
Acts as a precondition to learning illusion spells.
Conjuration-
Acts as a precondition to learning conjuration spells.
Holy-
Acts as a precondition to learning holy spells.
Nature-
Acts as a precondition to learning nature spells.
Equipment:
All characters start play with only a knife to their name and 200 gold in their pocket.
Knife-
physical attack- 2
crit chance- 5
double attack chance- 5
cost- 50gold
long sword-
physical attack- 5
crit chance- 2
double attack chance- 2
parry chance-2
cost- 100 gold
leather armor-
physical defense- 3
crit defense- 2
cost- 70 gold