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  #1  
Old 06-26-2007, 02:29 PM
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Default Zephyr's Game Character creation thread.

Character creation time! To begin, distribute 400 points among the seven attributes however you'd like. The attributes are:

Dexterity is how accurate and nimble you are. It effects things such as whether you hit that mugger in the back of the head, or stumble and smack the old lady he was robbing. It also affects most actions involving careful detail work.

Strength determines how powerful you are. A person with a high strength attribute is more likely to be able to kick down a door or break through a blockade than a weaker man, and also gains bonus damage when attacking anything with a melee weapon.

Toughness determines how much force it takes to hurt you. How long you can endure a challenging task as well as your hitpoints are both determined by this attribute.

Agility is how speedy you are. It will effect how quickly you can run, as well as if you are able to avoid that flying mug in the bar. Lastly, Agility is what decides who may strike first in combat.

Willpower is how in-tune with magic you are. It not only effects how well you can cast spells, but also how resistant to them you are.

Charisma is how charming or attractive you are. Somebody is much more likely to be persuaded by somebody who they like, and a high charisma attribute is a good way to make friends.

Nerve is how brave you are. Somebody with a high nerve attribute would have the balls to take a wild jump between buildings while somebody with a lower nerve attribute would nearly wet himself at the thought.

Then, roll a D10 (10-sided die) and multiply the result by 100. This will determine your starting Krons (moneys). Just post this amount in the appropriate section of your character sheet. It will come in handy in the next phase.

Character Sheet Template:

Name:
Age:
Gender:

Krons:

Dexterity:
Strength:
Toughness:
Agility:
Willpower:
Charisma:
Nerve:

Appearance (A simple description will work just fine):

Background (Keep in mind that all characters are assumed to have had a poor background living in a rather squalid area):

If anybody has any questions, just ask.
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  #2  
Old 06-26-2007, 05:07 PM
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could you give us a brief description of the game? is it fantasy? are there different races? or is it just humans?
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  #3  
Old 06-26-2007, 06:03 PM
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Originally Posted by Mike182 View Post
could you give us a brief description of the game? is it fantasy? are there different races? or is it just humans?
Of course, I really should have explained that. I have always played it fantasy, but it could work in any era if the players would prefer a different time period. Also, the majority of people in the world are human, but if somebody would like to be a fantasy race, I'll allow most, but keep in mind that you will be looked down on by many people. Also, there will be no special powers intrinsic to being a different race, although some may be rewarded as the game progresses.

The basic story is that each person is a poor peasant (drunks, failing farmers, gamblers) that have been given a second chance by an eccentric nobleman. I'd go into further detail, but all the characters are aware of is that they have been given some money by a crazy rich man and that he will be expecting something in return.
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Know your enemies. So long as this universalism, cultural rape, and assault on the folk continues, there can be no peace.
5. To suffer no evil to go unremedied and to fight against the enemies of Faith, Folk and Family: my foes I will fight in the field, nor will I stay to be burnt in my house.
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  #4  
Old 06-27-2007, 06:37 AM
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Name: Eddy Slow
Age: 15
Gender: male

Krons: 500

Dexterity: 90
Strength: 50
Toughness: 50
Agility: 90
Willpower: 20
Charisma: 30
Nerve: 60

Appearance:

not particularly tall or well built, but damn fast with an equally quick mind for wit and rhetoric. he wears some scruffy black trousers and a black t-shirt with the sleeves ripped off. he has a nose, eyebrow and bottom lip piercing, as well as several ear ones. his hair is long and auburn, though the auburn doesn't shine through the layers of dirt that are mattered into it.

Background:

mum was a prostitute, she had an good paying client one night, and had a bun in the oven the next morning. she tried to not let her child know about her sex work or the drugs she was on, and Eddy lead a so-so life in the slums, until one day when Eddy was 10, some men came for his mother and killed her. only after that did Eddy discover that her mum had been on speed while she was pregnant, and had been moving onto harder drugs since then, paying for her habit through prostitution. business had been slow for her lately, she couldn't afford the payments, and they did her in as an example to others. since then he has been spending the last 5 years on the streets, stealing what he needs to survive and living among the street gangs.

Eddy's personality is quite brooding, he is sarcastic and patronising to others regardless of their status or power,
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Last edited by Mike182; 06-29-2007 at 06:18 AM.
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  #5  
Old 06-27-2007, 04:06 PM
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Quote:
Originally Posted by Mike182 View Post
Name: Eddy Slow
Age: 15
Gender: male

Krons: 500

Dexterity: 10
Strength: 10
Toughness: 10
Agility: 310
Willpower: 0
Charisma: 50
Nerve: 10

Appearance:

not particularly tall or well built, but damn fast with an equally quick mind for wit and rhetoric. he wears some scruffy black trousers and a black t-shirt with the sleeves ripped off. he has a nose, eyebrow and bottom lip piercing, as well as several ear ones. his hair is long and auburn, though the auburn doesn't shine through the layers of dirt that are mattered into it.

Background:

mum was a prostitute, she had an good paying client one night, and had a bun in the oven the next morning. she tried to not let her child know about her sex work or the drugs she was on, and Eddy lead a so-so life in the slums, until one day when Eddy was 10, some men came for his mother and killed her. only after that did Eddy discover that her mum had been on speed while she was pregnant, and had been moving onto harder drugs since then, paying for her habit through prostitution. business had been slow for her lately, she couldn't afford the payments, and they did her in as an example to others. since then he has been spending the last 5 years on the streets, stealing what he needs to survive and living among the street gangs.
Okay, something you'll want to keep in mind here. At these attributes, you only have a 10% chance to hit an enemy, and even then your damage will be puny. Also, you will be extremely cowardly and magic will be absolutely devastating to you. Also, your Toughness is lower than a frail old man. In addition 310 Agility has few benefits. Because this is a percentile, any 95 is the highest a stat will help pass tests (theres always a 5% chance of failure) and all that having 310 Agility will do is ensure a first attack in combat and make you really unnaturally fast.

If you still wish to stick with those stats, go ahead, but your chances of survival are suprisingly low. The only stats that are really worth taking much higher than 100 are strength and toughness, as they give extra attack and health bonuses.
__________________
Know your enemies. So long as this universalism, cultural rape, and assault on the folk continues, there can be no peace.
5. To suffer no evil to go unremedied and to fight against the enemies of Faith, Folk and Family: my foes I will fight in the field, nor will I stay to be burnt in my house.
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  #6  
Old 06-27-2007, 04:18 PM
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Originally Posted by Zephyr View Post
Okay, something you'll want to keep in mind here. At these attributes, you only have a 10% chance to hit an enemy, and even then your damage will be puny. Also, you will be extremely cowardly and magic will be absolutely devastating to you. Also, your Toughness is lower than a frail old man. In addition 310 Agility has few benefits. Because this is a percentile, any 95 is the highest a stat will help pass tests (theres always a 5% chance of failure) and all that having 310 Agility will do is ensure a first attack in combat and make you really unnaturally fast.

If you still wish to stick with those stats, go ahead, but your chances of survival are suprisingly low. The only stats that are really worth taking much higher than 100 are strength and toughness, as they give extra attack and health bonuses.
Would you be able to share the guidelines on which you use to make the above determinations?
I suspect that everyone knowing them would be a great help in the creation of their character.
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Old 06-27-2007, 04:32 PM
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Originally Posted by Mestemia View Post
Would you be able to share the guidelines on which you use to make the above determinations?
I suspect that everyone knowing them would be a great help in the creation of their character.
Sure. Whenever somebody attempts to attack anything, a D100 is rolled. If the result is equal or lower than the attacker's dexterity, then the attack hits. There are also many factors (higher grounds, cover, vision) that could add or subtract from the roll. All other tests are are also based on a D100 with various bonuses and such added depending on the conditions. For instance, Buff McMuscles wants to throw a boulder at a goblin. First he must take a strength test to see if he can lift the boulder. It's a big one, so it gives a +10 to his roll. Buff's Strength is 92. He rolls a 70. 70+10 is 80, which is lower than his strength, so he lifts it without any trouble. Then he throws the boulder and must take a dexterity check to see if he hits the poor gobline. Buff's Dexterity is 70. On a D100 he rolls a 92. This is above his dexterity, so the goblin is extremely lucky and Buff misses. If he had rolled a 95 or higher it would miss no matter what his dexterity was, and if he rolled 5 or lower, it would hit no matter what.

The way willpower works is that to cast a spell you must have the necesary reagants (we'll get into those when it comes to the buy phase) and pass a willpower test. Then, anybody who would be affected may take a willpower test to reduce the effects of the spell on them. For instance, Ninwocket the wizard (willpower 83) wishes to zap a dragon with a powerful lightning bolt. He rolls a 40 on his test, so he successfully casts the spell. The dragon (willpower 70) then rolls to try to withstand it. On his willpower test he rolls 23, so the spell is weakened. It still hits him, but it's far less powerful than it would have been.

Each attribute will be used in various tests, and in some rare cases, you could even choose which one. For instance, your character is tied to a chair. You may either take a strength test and try to rip the ropes, or a dexterity test to try to untie yourself. Or, if you are really crafty, you could take a charisma test and try to convince your captor to let you out. It just takes some creativity.

Anything else?
__________________
Know your enemies. So long as this universalism, cultural rape, and assault on the folk continues, there can be no peace.
5. To suffer no evil to go unremedied and to fight against the enemies of Faith, Folk and Family: my foes I will fight in the field, nor will I stay to be burnt in my house.
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Old 06-27-2007, 05:50 PM
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Quote:
Originally Posted by Zephyr View Post
Sure. Whenever somebody attempts to attack anything, a D100 is rolled. If the result is equal or lower than the attacker's dexterity, then the attack hits. There are also many factors (higher grounds, cover, vision) that could add or subtract from the roll. All other tests are are also based on a D100 with various bonuses and such added depending on the conditions. For instance, Buff McMuscles wants to throw a boulder at a goblin. First he must take a strength test to see if he can lift the boulder. It's a big one, so it gives a +10 to his roll. Buff's Strength is 92. He rolls a 70. 70+10 is 80, which is lower than his strength, so he lifts it without any trouble. Then he throws the boulder and must take a dexterity check to see if he hits the poor gobline. Buff's Dexterity is 70. On a D100 he rolls a 92. This is above his dexterity, so the goblin is extremely lucky and Buff misses. If he had rolled a 95 or higher it would miss no matter what his dexterity was, and if he rolled 5 or lower, it would hit no matter what.

The way willpower works is that to cast a spell you must have the necesary reagants (we'll get into those when it comes to the buy phase) and pass a willpower test. Then, anybody who would be affected may take a willpower test to reduce the effects of the spell on them. For instance, Ninwocket the wizard (willpower 83) wishes to zap a dragon with a powerful lightning bolt. He rolls a 40 on his test, so he successfully casts the spell. The dragon (willpower 70) then rolls to try to withstand it. On his willpower test he rolls 23, so the spell is weakened. It still hits him, but it's far less powerful than it would have been.

Each attribute will be used in various tests, and in some rare cases, you could even choose which one. For instance, your character is tied to a chair. You may either take a strength test and try to rip the ropes, or a dexterity test to try to untie yourself. Or, if you are really crafty, you could take a charisma test and try to convince your captor to let you out. It just takes some creativity.

Anything else?
you can't verify that people are rolling dices. i figured this for my pirate game, and changed the style of game play dramatically. you might want to consider doing something similar for this game, dice rolling works great in a room with people and dice, but online? i just don't think it will work - and the discussions about simple events will become very complex, the game will get bogged down in numbers instead of role playing... i'll still play if you want to do it this way, i'm just saying you might want to consider altering the style of play for a forum-based game
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