Post by Schizokitty on Mar 26, 2024 16:20:04 GMT -5
Important Note
Non-player character profiles will differ slightly from a player character profile.
Non-player character profiles will differ slightly from a player character profile.
General Info Name: The full name of your character, including nicknames. Please include a pronunciation guide. Race: Pick from the list of races or create your own. If you make your own, you'll need to have it approved by an admin/GM before creating your character. Age: Can be as specific as a number or as vague as just stating "adult." Gender: Male, female, or agender. Appearance: Describe your character's appearance. Feel free to make this as short or as long as you want. Some ideas of what to include: hair color, hair length/style, eye color, body shape, skin color, and any scars or tattoos your character may have. Personality: Describe your character's personality. Feel free to make this as short or as long as you want. Some ideas of what to include: likes, dislikes, fears, strengths, and weaknesses. |
Equipment Weapon(s): Name the weapon(s) your character will be using. It can be practically anything, even if it's just their fists. They can have up to two weapons, and that includes shields. They can also have one type of magic with their two weapons so long as it's a non-damaging magic other than protection magic, such as healing magic. Damaging magic (such as fire magic) and protection magic count as main weapons. Dual-wielding one type of weapon only counts as one weapon so long as the other weapon included is a ranged weapon or a kind of magic. (Damaging magics included.) Please note that while you can change your character's weapon of choice later, your character's attacks with their new weapons will do reduced damage for twenty attacks after equipping their new weapons. Attacks that miss or that NPCs dodge or block also count. Armor: Describe your character's clothing or armor. This includes jewelry, even if enchanted or magical in some way. Keep in mind that characters are only allowed one enchanted thing to start with, no matter if it's armor, a weapon, or an item. Item(s): List any items your character is bringing to the event. This includes potions, food items, ropes, and other such supplies. They can have up to three items to start with. Some items may be limited depending on what they are. For example, potions can only be small, not large or xl. Don't worry, they can buy more later. |
Stats All characters have seven stats: Strength, Sorcery, Adaptability, Agility, Cunning, Defense, Magic Defense, and Accuracy. The level of the stat is equal to the number added to your dice roll for certain actions. These stats start at level one, but their levels can be raised by earning experience points for the specific stat you want to increase. This is done by performing specific actions. Stat levels can also be raised by choosing a specific race. (These are called a "race bonus.") You also get two levels to distribute to any stat(s) you want when you create your character. (Called "starter levels.") Strength: Strength is for physical damage or actions. If your character attacks something, tries to break something, or tries to move something heavy, the strength stat is what is used. Some things cannot be moved or damaged physically if your strength is too low. Your character gains strength experience points by successfully landing hits, breaking things, or moving heavy things. Spells, enchantments, and sometimes weapons can also increase your strength level. (A weapon's added strength level only applies to some actions, (such as attacking,) and not others. (Such as moving a heavy rock.) Sorcery: Sorcery is for magical damage or actions. If your character casts a spell, either for defense, offense, healing, or anything else, the sorcery stat is what is used. Some spells cannot be cast if your sorcery is too low. Your character gains sorcery experience points by successfully casting any spell. Some weapons can also increase your sorcery level. (Such as a magic staff or book.) Adaptability: Adaptability is for gaining experience points. If your character successfully performs an action or attack that would give them experience points and your character has a level in adaptability, then your character will get bonus experience points based on the level of your adaptability stat. This stat can not be leveled up with experience points. To gain an adaptability level, your character must wear an enchanted item, have starter levels in adaptability, or have a race bonus that increases your character's adaptability. Agility: Agility is for evasion/dodging. If your character sees something coming at them, they are given a chance to dodge by rolling a die. Having an agility level makes things easier to dodge or evade. Some things can only be avoided if your character has levels in agility. When your character successfully dodges or evades, they gain agility experience points. Some spells and enchantments can also increase your agility level. Cunning: Cunning is for solving puzzles, gaining information, and performing social interactions such as coercion or persuasion. If you have trouble figuring out a puzzle you can have your character "look for clues," which may help you solve it using their cunning stat. Same for gaining information in or outside of challenges. Cunning can also be used to find out the abilities of another character or creature by "examining" them. Your character gains cunning experience points by successfully solving puzzles, finding information, or performing social interactions. Some spells and enchantments can also increase your cunning level. Defense: Defense is for reducing any damage taken. When your character is attacked, falls, or takes damage of any kind, defense levels reduce the amount of damage taken. This can be life-saving for obvious reasons. Your character gains defense experience points every time they take damage, though it's much harder to level defense and magic defense through experience points than any other stats. Armor, spells, and enchantments can also increase your defense level. Magic Defense: Magic Defense is for reducing any magical damage taken. When your character is attacked with a spell, magic defense levels reduce the amount of damage taken. Your character gains magic defense experience points every time they take damage from a spell, though it's much harder to level defense and magic defense through experience points than any other stats. Armor, spells, and enchantments can also increase your magic defense level. Accuracy: Accuracy is for critical rolls. When your character does anything at all, there is a chance that they will get a "critical roll," which means that they will exceed expectations for that action or attack. (Think of it as luck.. or just being a badass.) Everything can be done without a critical roll, but where's the fun in that? This stat can not be leveled up with experience points. To gain an accuracy level, your character must wear an enchanted item, have starter levels in accuracy, or have a race bonus that increases your character's accuracy. Everything that requires a dice roll has a set level, meaning that to successfully perform an action or attack, you must roll a number equal to or higher than the level of the action or attack you're trying to perform. Not only that, but if your character is trying to attack something, the level of the attack you are trying to use is added to the level of whatever you are attacking. So you must roll a number higher than the attack and creature's level put together. The level of your stats are added to your dice rolls, meaning that if you roll just shy of your goal, but the level of the stat you were using is equal to the difference, then you will still succeed. However, the level of your stats do not negate minimum rolls. For instance, if you need to roll a six, your stat for the action is level five, and you roll a one, (the lowest number you could roll,) then your stats don't count and your action is still considered a failure. If you fail your action or attack, but land a critical roll, then it is considered a critical failure, and there is a chance your character will either hurt themselves attempting to perform the action/attack or they will hurt another, nearby character. If your character has an accuracy level, it counts against getting a critical failure. (It is less likely to happen.) |