Post by Lucius Dumitru on Jan 25, 2008 16:22:18 GMT -5
Like everything, you must go through the motions of making your character. Unlike most, this forum will be strict in all ways possible and there are codes you must adhear to. First of all, epxerience points are awarded per post you make, 3 per post, and with this experience, you can gather new abilities and powers. However, to figure out your starting points, there are three main categories in which we will talk about being, Novice, Veteran, and Professional. Professional is the only one that needs to have the admin's strict permission to be, otherwise you can pick between Novice and Veteran. However, if the admin feels that you are over judging your skills, he does reserve the right to knock you down to a Novice. So remember, if you are having your character just start off in the world of adventuring, make her/him a Novice. Otherwise, Veteran is the place for you.
Levels[/u]
~Gifted[/u] (Needs Admin Permission!)- You're a natural, things you do just come so quick and easy, that people think you're the next best thing in any field your choose. Normally the Gifted are young ranging from 15 or higher years of age. (Starting points is 130)[/blockquote]
Races[/u]
Traits[/u]
Destiny Points[/u]
Skill[/u]
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Note: Those interested in using Kel'tar, there are special traits and skills for it in the Kel'tar area! If too much confusion goes on, I will move them here. Please, give me any information that can make looking for things easier. Thank you.
Levels[/u]
~Novice- As implied, you're still a bit wet behind the ears. Whether or note you are burdened with an overabundance of schooling, you lack raw experience. Some might say you know just enough to be dangerous. You could also b a person who's lived a relatively sheltered, quiet life. Really, being a Novice simply means you got a lot to learn. (Starting points is 62)[/u] (Need Admin Permission!)- Ten armed men come to kill you, and you feel a twinge of pity for them before you start taking them out. you may have knocked ovr more than one government facility in your unseemly career. A statue of you stands in some small town, where the folk sing songs for you each night in the local saloon. This being the case, you've earned benefits along with the scars that come with hero territory. (Starting points is 74)
~Veteran- Much like a certain transport ship, you have accumulated some mileage over the years. You have experience and you are good at what you do. Probably learned a few tricks and can take some punishment before going down. You've gambled one life and won the first few hands, so you can now raise the pot a few times without too much fuss. (Starting points is 68)
~Professional
~Gifted[/u] (Needs Admin Permission!)- You're a natural, things you do just come so quick and easy, that people think you're the next best thing in any field your choose. Normally the Gifted are young ranging from 15 or higher years of age. (Starting points is 130)[/blockquote]
Races[/u]
~Trales- This race is basically just humans. They look and speak just like we do.
~Dagas- They are simuliar to humans, but they are patient and intelligent than most Trales. They also have a knack for kel'tar, since they were the ones that came up with it.
~Nygis- They look just like any Trale, but their desire for fights set them apart. Many Nygis tend to beat their fists against something when there is no fight (allowing any Nygis to take Mean Left Hook without penalities to the starting points).
~Other- Other races are allowed, but must be confirmed through the admin before it can be used.
Traits[/u]
~Assets- Assets can help your adventure a bit more, but they also take a tole on your experience. Each Asset you purchase for your character comes out of your starting points. A Minor Asset costs 2 points, while a Major Asset is 4. However, you MUST purchase at least one Asset for your character, and you can't have more than five (either Major or Minor). Also, don't worry about your points dropping, getting Complications brings it back up, and makes life interesting.
~Complications- Here we can make life interesting with a few negative areas for your character. Some can be called weaknesses while other is just plan old bad luck. Either way you look at it, it's all fun in the end. Each Complication you take adds points back to your pool of starting points. Like Assets, the Minors are 2 points, and Majors are 4, so here you can get back what you lose from your Assets. However, you MUST take one complication, and can't have more than five (either Major or Minor). Complications might seem bad, but not only are they worth the points, good role playing of the bad stuff can earn you Destiny Points!
Destiny Points[/u]
None of us want our good characters to die, right? Well, Destiny Points help you with that. By doing well through the bad, these points can be added up (max of 12). With these, you can push luck in your direction. Example being, you're out numbered and have no way of winning what so ever? Use a Destiny Point and one of your enemies could take a nasty spill into a ditch, get hit by a random bird, or even have a space ship crash on them! Or, with enough Destiny Points, you could take them all out with a single shot due to rochechting the bullet off the things around. To spend a Destiny Point do the following in your post after the sentence in which it should be used on (DP= #). With this, the Storyteller can figure out what should happen. Another thing, Destiny Points can be turned into Experience. Say you have 12 points, you can't get any more, so you could remove 6 and put that into your experience instead. To do so, simply PM a Storyteller and they will do the honors.
Skill[/u]
At this point you've got a handle on your character's raw abilities and know something about their personalities, but maybe you still haven't got a clue what's rattling about in their heads. Things like if their skills were self taught or learned along the way which depends on the character's own history. Their level of competence is spelled out in skills.
Broken down into two groups, there are General Skills, this represents a broad spectrum of knowledge that cover a long range. As an example, you use Althletics to run, jump, dodge, climb, and swim. However, you can only get a General Skill up to Competent level. From there, you go into Specialties and can excel you further into the specific field beneath the General Skill. Example, as stated before with Athletics, but say you become better at dodging, once you cap Athletics at Competent level, you can raise your Dodging skill to Expert or higher.
Skill Level- Point Cost
Incompetent- 2 (General Skills)
Novice- 4 (General Skills)
Competent- 6 (General Skills)
Expert- 8 (Specialty Skills)
Profressional- 10 (Specialty Skills)
Master- 12 (Specialty Skills)
Supreme- 14 (Specialty Skills)
Grandmaster- 16 (Specialty Skills)
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