Started by NejinOniwa, May 02, 2009, 07:49:46 pm
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Quote from: "Rules of Character Designing"First of all, RULE OF SRS BIZNS: Be serious. You'll want your character to act accordingly to the situation, and for that you need a character that fits in (somewhat). Think of the setting - what kind of person is likely to be in this situation, interested in doing something about it? This is to filter away the "XD<3LOL SO RANDOM" entries from your mind, so you can get it right on the first try.NAME: This one is pretty obvious. Make up one.RACE: If you're a vampire, write that. If you're an old-school Elf, scribble it down. If you're a three-headed monster frog, punch it in.CLASS: To go even further towards old-school DnD, the character class now represents your archetype - Fighter, Sailor, etc. Class can be anything between a job type (like cook or maid) and something entirely random (like Vagabond or Homeless guy) - it represents what you've been doing until now, and thus what skills you have gained from this. (see Class Skills)ORIGIN: Just pick a random spot on the map if you're lazy. Since this can be a quite important part, please ask if you have any questions.AGE: Once again, pretty simple. Brat or geezer?APPEARANCE: The general looks of your character. Fatness, pink hair, peg leg or Super-Moe - anything that ways goes here. IMPORTANT: Make sure you write down your Weight/Height here.PERSONALITY: All random personality traits and quirks go here. This section might be seen as important, since the quality of roleplay is largely based on how well one adapts to one's character. Much innovativeness and fun ideas encouraged!BACKGROUND: So here you write a little something to make that random island or country your character comes from a little less random, and your character's appearance a little less shunkan idou plot device-ish. Once again, tap away at the keyboard as much as you like!STATS SECTION: Here you have 120 points to spend away with as you like. The base stats will be:StrengthDexterityIntelligenceKarmaMindWith the last one being stuff like willpower and stress tolerance. You can have maximally 20 in a single stat (unless you have REALLY good reasons to do otherwise).The rest will be spent on SKILLS and ABILITIES. Skills can be anything from Swordfighting and Navigation to Climbing or Singing. Most skills are pretty self-explanatory but if you have something that isn't all too obvious then write a short note about what it is.Class Skills - While some characters will be off-the-road and old-school fighters or so, some will also have had some sort of employment or general work-ism. To make things as simple yet complex as possible these do all come with a few set necessary skills, which generally encompass the same things, you are allowed to compile all those skills into a single value. For example, a Sailor could have the following skills from his job:NavigationSwimmingSailingand so on. If you character was a Sailor, then, all these skills would be compiled into a single Class Set, sharing the same value. Important is that one character cannot have more than one Class Set at a time.IMPORTANT! Weaponry skills aren't included in your Class Set - you must invest in those on their own. SP rule: The more you specify your preferred weapon type, the more boost you will gain with that weapon, but also become less and less skilled with other types - thus, being very unspecific gains you an overall equal skill with many weapons, while being quite weak in all styles. (example skills: Weaponry = Very unspecific; Close-Combat Weapons = Unspecific; Swordfighting = Specific; Zaro Usage = Weapon-specific, full boost.)Abilities are special stuff, like inborn talents or special effects, and can be stuff like Resistance to poisons and alcohol, Natural armor or (!) Mikuru Beam - it's your choice. I won't dictate point costs much, but use these as guidelines:Lesser 5p Lagom (moderate) 10p Greater 20pEQUIPMENT: Here's this section again. It's pretty basic - use you own judgment and get yourself fitting weapons, items and stuff like that. I recommend not having too many weapons as well - the basic issue of carrying the stuff is still De Facto (no hoipoi capsules people ). Now three examples of stuff you DO NOT HAVE:MOE SLAVE GIRLS.NUKES.MECHAS.since the second two are just cheating, and the first one is just NOT ALLOWED. If you absolutely must, then kidnap another player (although I won't be responsible for the consequences! )Now some advice on BALANCE:BASE STATS6 is bad, 10 is normal, 13 is good, 16 is extreme and 20 is way overkill.SKILLS1 is total newbie, 5 is beginner, 10 and you've got all basics down, 15 and you're starting to learn special stuff, 20 and you're good at special stuff, 25 and you've mastered almost everything, 30 and above and you're probably legendary and making up own techniques and teaching people.Powergaming IS allowed, but i'd not say it's encouraged ; Also, a very low karma will make you eternally followed by misfortune and stuff. Karma is important (and lowering it a way of punishment ) and the only base stat which fluctuates rather heavily depending on your actions. One the other hand it might just also be that little thing you don't care scrap about, like Charisma in DnD - but it's also a way of determining who gets caught in the pitfall, and such; In other words, the DM's bully button. >:3
Quote from: "The Continent of Quarmote"Quarmote, a continent roughly the size of Australia. It is located on just north of the polar circle. Mostly consisting of deserts and with three big nations: Two kingdoms, Vassica in the southwest and Haldera in the east, and then the pseudo-democracy of Peltair all along the north. The Motim desert lies great in the middle of it all, separating the countries from each other - the only actual borders are on the eastern edge between the Halderan city Luthisport and the Peltairan Sandisdale mountain ridge, a border stretch of around 10 miles.In the middle of the continent is the huge mountain chain The Fire Daggers, which splits the continent (and Peltair) in two distinct parts. (for more info read the 422 Outgame thread)(bigger version)Quarmote is a puzzling region. It is roughly on the same latitude as Alaska, but somehow maintains a tropical heat all the year - historians and scientists are all baffled as to why this is; the rest of the people just don't know.Relations between countries are varying. Peltair is the largest of the countries on the continent, and keeps a tremendous economy, since it is largely trade-centered as a nation; Both Haldera and Vassica have somewhat good or neutral stances towards them. Between the two kingdoms themselves, though, exists an old blood-feud that has been there since the foundings a thousand years ago. They are both wielders of powerful military forces - however, their structures are greatly different.The Vassican military is vast - much greater in numbers than the Halderan - and is a classical warfare machine driven by taxpayers' money commanded by the King himself.The Halderan military, on the other hand, is an interesting and complex apparatus. It is ruled over by the Steel Council, a unit of specially appointed counselors with the highest one acting as a link and mediator between the King and Council. Thus, the army is quite independent - it has in historical perspective been called a "State Militia".The Halderan military is big, but not as great as the Vassican in numbers - however what they lack in manpower they make up for in expertise and scientific advancement. While cavalry is difficult to use well in the desert, there is a small unit - something the Vassicans do not have - and the special intelligence operatives of the Halderan army, the Expers, even use experimental weaponry such as acidic and explosive chemicals in combat.Currently it is year 1317 A.F.K. (after founding of the kingdom). It is only a few days after Vassican spies assassinated Haldera's king Nikrus the First, and the country is in turmoil, forcing the military's supreme organ, the Steel Council, to take over all national matters. Moreover, the throne stands without an heir from the ancient Hel lineage - thus, the nobles of Haldera are plotting all they can in order to gain more power of their own.Haldera is currently ruled by Haral Luchnir, the newly-appointed Blade Counselor - that is, the highest of the Counselors of the Steel Council - who anxiously seeks to calm the nation, and knows Vassicans well enough to see that this isn't all they've got in store for their hated enemies.Vassica is entirely ruled by King Val-Som-Fecitis, 40 years old. Crown Prince Val-Dae-Mahyre, who is 15, is starting to become a force of his own, as his father verdicts - a perfect candidate for a next king, if things go well.Peltair's rule is, as always, a conglomerate of power between the Mercantiles, a collective of the most influencing merchants in the nation, and the Electives, democratically appointed representatives of the people. The leader of the Mercantiles is currently Radjamhan Vite, newly appointed Elder, and water-merchant from Izcrath; and the Electives are currently lead by Bahartdyc Tal'Aum, a priest of Haelfyre.There exists two major religions in Quarmote: the Church of Luthar, the god of light; And the "Old Way", dedicated to the god of fire, Haelfyre.The Lutharians are only a few decades old in the region, but are a great force in other places; They are mostly active in the easternmost region, with Luthisport in Haldera as their regional center, and a few churches around Haldera and eastern Peltair. The Old Ways are spread everywhere, but Temples dedicated to Haelfyre exist in a few places around the continent. Once the temples were great of size and glamour, but some have been lost from man's knowledge. The bigger ones left are Virdui in Vassica, the Sandisdale temple in Peltair, and the main temple in Haelsport, Haldera, residence of the High Priestess. There is also the ruins of a once great temple-city known as Ost in Peltair, between the capital of Izcrath and the Milesvide fort.IMPORTANT NOTICE FOR CHARACTER DESIGNING!!!The various magical arts are unknown to the people of Quarmote. The only magic-like thing they have are the Knights of Luthar, who have some lesser paladin-like abilities; and people in the greater levels of priesthood, who sometimes possess some odd abilities.THEREFORE!If you design a mage or otherwise magical character, be sure to make him or her good at concealing it - otherwise they'll go BURN THE WITCH! or something.