Post by CJ on Oct 2, 2004 16:07:26 GMT -5
THIS IS ALL OBSOLETE AND KEPT ONLY FOR POSTERITY.
Please use the new sheet in the 'Second Chance' directory, thread labeled 'New New Sheets'
Hello. This is the basis of all creation, the character sheet...Truly a mystic force, as it brings people into the world spontanously, as well as rewriting spacetime to incorporate them in...Fill in this information with your own and post it in this thread. This same one right here. Don't try to email it to me, don't DC it, RIGHT HERE. Follow the arrow
---
|
V
Isn't it a nice arrow? If you don't have an account just post it as a guest. See that blank space down there? Or the 'New Post' button? That's you bub.
IRC Name: YOUR name.
EX: IRCISHNAME
Name: Your characters name
EX: Bob the Moogle
Game of Origin/Race: Put your game of origin and race here.
EX: Sonic Adventure 2/Echidna
Age: How old are you? If you're from a particularly long lived or short lived race, feel free to put the human equivilant. If your a geezer stuck in the body of a toddler, feel free to add that too.
EX: 18.
23(Mental)/18(Physical)
50(years)/16(Human equiv)
Weight: Does your character need to go on the Atkins Diet, or is he cut like an athlete?
EX: 200 LB
Height: How tall or short is your character?
EX: 6'3"
General Description: Put a general description of yourself here.
General History: A general history of yourself goes here. I'm not terribly picky about this.
What your character hates most:
EX: Lima Beans
What your character loves most:
EX: Hugs
What your character hopes for:
EX: To be the strongest fighter/smartest scholar/highest jumper/most dextrous tumbler/smelliest plumber.
Class: Put your class, to the nearest of your reckoning, here. This is just flavor text to give me a general idea of your capabilities, so don't sweat it too much.
EX: Fighter, Wizard, Thief
Level: 7 for Originals (Anything you make up), 11 for Heroes (Mario, Link, Ect), 14 for Villains (Eggman, Bowser, ect).
Keep in mind that 'Villain' characters are still protagonists this time around. Only GMs play actual enemies to the protagonists.
STATS: DO NOT SET ANY OF THESE STATS TO 0 WITHOUT A DAMN GOOD REASON. "MY CHARACTER IS A ____" WILL NOT CUT IT, KTHX.
~~
Gauge Stats - These stats represent not strength but various staminas, and go up and down as that stamina depletes and is restored.
190 points to distribute, no matter if you're an Original, Hero, or Villain.
Life: Standard is 115
Magic, Mental, Special, Weapon power ect: Standard is 75.
DO NOT SET THIS TO 0 UNLESS YOU NEVER IN YOUR LIVE LONG LIFE WISH TO USE ANYTHING BUT WEAPON TECHS. IT ENCOMPASSES ANY KIND OF ENERGY USE IN PREFORMING NONPHYSICAL ATTACKS, REGARDLESS OF THE NATURE OF THAT ENERGY.
Stamina: Minimum of 60. Every 20 points placed here increases max Act Points by 1. Tops out at 120. This amount doesn't go up and down, but is still considered a Gauge Stat because it directly translates into something that does.
A MAXIMUM of 20 points can be placed here at creation.
Act Points: Average is 3. Doing anything takes act points. If this hits 0, you have to take a breather the next turn and get ONE back. If you stop before they run out, however, they will replenish completely at the start of your next turn.
~~
Static Stats - These stats remain the same unless specifically targetted in some way by an effect. The Static Stat pool is SEPERATE from the Gauge stat pool, though both grow at the same time and roughly the same rate.
Originals get 170 points.
Heroes get 190 points.
Villains get 205 points.
Power: The amount of destructive power your physical body holds. The higher it is, the more damage your physical attacks (kicking, punching, throwing stuff) do. Simple, right?
Special Power: The amount of destructive power your mind holds. The higher it is, the more damage your non-physical attacks (spells, telekinesis, fire breath) do. This also represents system power relegated to attack, if one is a robot. EVEN IF YOUR CHARACTER HAS NO MAGICAL ATTACKS, THIS SHOULD NOT BE SET TO ZERO.
Special Power 2: The amount of HELPFUL power your mind holds. The higher it is, the more helpful your non-physical powers (healing, status removal, protection) are. This also represents system power relegated to system maintainance. EVEN IF YOUR CHARACTER HAS NO HEALING MOVES, THIS SHOULD NOT BE SET TO ZERO.
Defense: This is your ability to take a physical hit. The higher it is, the less damage you take from physical attacks.
Special Defense: This is your ability to take a hit of a less physical nature. The higher it is, the less damage you take from special attacks. EVEN IF YOUR CHARACTER LACKS A MAGICAL AURA OF SOME KIND, THIS SHOULD NOT BE SET TO ZERO.
Speed: This is how quick you are. Your speed indicates your priority when multiple battlers go for attacks at the same time, as well as your ability to dodge.
Accuracy: This is how accurate you are in attacking. The higher it is, the better the chance you'll hit or even crit.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ABILITIES Starting characters get 5 slots worth of abilities. Villains and Heroes also gain a special ability that is decided by me and is very powerful, and everyone also receives a bonus Racial Ability THE PLAYER DOES NOT CHOOSE THESE TWO ABILITIES, THOUGH THEY MAY SUGGEST THEM IF THEY LIKE.
You kind of have to talk to me about this....With the variety of abilities in the nintenho world, its really hard to list them all. You can make up attacks too, but they have to be fairly reminiscent in some way of the world you're from, but I'm very lax about this, because if your char has a good reason to know it, I'll allow that too. The main thing is, don't try to make them too strong, because they're level 1 abilities.
NOTE: Any ability that is always active or does not need to be actively evoked, "Passive" skills, cost half a slot. The rules to this are, 1: You may not use one slot to level up a passive twice. 2: You may not take two abilities in the same slot which obviously compliment one another. 3: The first weapon proficiency taken costs a full slot, and any after it take half. 4: I reserve the right to say that a passive is too strong to be a half slot, though I -rarely- do this.
ANOTHER NOTE: If you plan on fighting, you need to use one of your generic skills to take a weapon proficiency it whatever type of fighting you want. Standard penalty for fighting with a nonproficient weapon is a -20 to Accuracy (treated as a buckler calculation) and Weapon Damage being halved. This also applies to doing strange things with a weapon, like fighting with two. The first Weapon Prof you take costs a whole slot, but any you take afterwards take only half of one.
EX: Fireball, Lvl 1 Jump, Hammer weapon prof.
IC SKILLS
See further information in the Item Creation section in game info.
For point of reference, every point in an IC skill is roughly a 1% chance at succeeding at any given simple task.
10 Points to distribute among the following:
Blacksmithing
Writing
Crafting
Spellcraft
Machinery
Alchemy
Compounding
Cooking
~~~~
STUFF:
Pick out one item from your game of choice and one BASIC weapon from it. This is marginally flexible, and if you want something else, like a multiple use item, an accessory, or some armor, or even just a better weapon to start with, you can barter weapon, item, and 20 coins with me, giving up any one of those for brownie points toward something else.
You start out with 70 Coins. Use them wisely.
Of particular note for newbies spending their hard earned cash is this shop, which caters specifically to them;
kirbidly.proboards21.com/index.cgi?board=bahamut&action=display&thread=1133889924
All newcomers also start out with 48 Hours to fritter away on out of mission training, rest to recover damage, item creation, or shopping. When doing item creation, 1 hour will buy you two attempts at whatever you're making. Shopping will take 1 Hour per store, no matter how many things you buy. Using Dooragon to get back to Bahamut's Garden, IF you gained anything while outside it, costs 3 Hours or 10 Coins.
In addition to this single item, all characters start with the following;
Heroism: A blue crystal that contains the spirit of the hero, so great that the world bends to make way for their splendor. It can be activated without Act at any time, and a list of effects will be provided. This list changes depending on the current situation, so don't just use it willy nilly! Once used, the Heroism loses it's glow and must be recharged.
Fusionist Handbook: A book detailing the process of the lost Item Creation art, Fusion.
Pandora's Box: A mysterious black cube used in the art of Fusion.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
ONE LAST NOTE: To further encourage uniqueness, you are allowed to create your own base weapon...However, it is soley an aesthetic change. It will still have the power of a basic weapon (8 with some sort of advantage,10, or 12 with some sort of difficulty). It can, however, look however you want it to look. Guns and bows have slightly different rules but follow largely the same standard.
EX:
NeoExcalibur Mark II, Dream Mode Unleashed: +10 Cutting.
Golden Dragonhide Whip of Ages, Wyrm Growth Stage: +8 Cutting, Ranged.
Great Golden Hammer of Thor, Ragnarok Titanslayer Mode: +12 Bludgeoning, takes both hands to wield.
Butter Knife: +10 Cutting
Toothpick: +8 Piercing, increases Speed by 2
Cork on a string: +12 Bludgeoning, decreases Speed by 2
Getting it?
Okay, here's a sheet of pure emptiness. It's so emo.
~~~~~~~~~~~~~~~~~~~~
IRC Name:
Name:
Game of Origin/Race:
Age:
Weight:
Height:
General Description:
General History:
What your character hates most:
What your character loves most:
What your character hopes for:
Class:
Level:
STATS
~
Gauge Stats -
Life:
Magic, Mental, Special, Weapon power ect:
Stamina:
Act Points:
~~
Static Stats -
Power:
Special Power:
Special Power 2:
Defense:
Special Defense:
Speed:
Accuracy:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ABILITIES
IC SKILLS
Blacksmithing
Writing
Crafting
Spellcraft
Machinery
Alchemy
Compounding
Cooking
~~~~
STUFF:
70 Coins
48 Hours
Heroism: A blue crystal that contains the spirit of the hero, so great that the world bends to make way for their splendor. It can be activated without Act at any time, and a list of effects will be provided. This list changes depending on the current situation, so don't just use it willy nilly! Once used, the Heroism loses it's glow and must be recharged.
Fusionist Handbook: A book detailing the process of the lost Item Creation art, Fusion.
Pandora's Box: A mysterious black cube used in the art of Fusion.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
Please use the new sheet in the 'Second Chance' directory, thread labeled 'New New Sheets'
Hello. This is the basis of all creation, the character sheet...Truly a mystic force, as it brings people into the world spontanously, as well as rewriting spacetime to incorporate them in...Fill in this information with your own and post it in this thread. This same one right here. Don't try to email it to me, don't DC it, RIGHT HERE. Follow the arrow
---
|
V
Isn't it a nice arrow? If you don't have an account just post it as a guest. See that blank space down there? Or the 'New Post' button? That's you bub.
IRC Name: YOUR name.
EX: IRCISHNAME
Name: Your characters name
EX: Bob the Moogle
Game of Origin/Race: Put your game of origin and race here.
EX: Sonic Adventure 2/Echidna
Age: How old are you? If you're from a particularly long lived or short lived race, feel free to put the human equivilant. If your a geezer stuck in the body of a toddler, feel free to add that too.
EX: 18.
23(Mental)/18(Physical)
50(years)/16(Human equiv)
Weight: Does your character need to go on the Atkins Diet, or is he cut like an athlete?
EX: 200 LB
Height: How tall or short is your character?
EX: 6'3"
General Description: Put a general description of yourself here.
General History: A general history of yourself goes here. I'm not terribly picky about this.
What your character hates most:
EX: Lima Beans
What your character loves most:
EX: Hugs
What your character hopes for:
EX: To be the strongest fighter/smartest scholar/highest jumper/most dextrous tumbler/smelliest plumber.
Class: Put your class, to the nearest of your reckoning, here. This is just flavor text to give me a general idea of your capabilities, so don't sweat it too much.
EX: Fighter, Wizard, Thief
Level: 7 for Originals (Anything you make up), 11 for Heroes (Mario, Link, Ect), 14 for Villains (Eggman, Bowser, ect).
Keep in mind that 'Villain' characters are still protagonists this time around. Only GMs play actual enemies to the protagonists.
STATS: DO NOT SET ANY OF THESE STATS TO 0 WITHOUT A DAMN GOOD REASON. "MY CHARACTER IS A ____" WILL NOT CUT IT, KTHX.
~~
Gauge Stats - These stats represent not strength but various staminas, and go up and down as that stamina depletes and is restored.
190 points to distribute, no matter if you're an Original, Hero, or Villain.
Life: Standard is 115
Magic, Mental, Special, Weapon power ect: Standard is 75.
DO NOT SET THIS TO 0 UNLESS YOU NEVER IN YOUR LIVE LONG LIFE WISH TO USE ANYTHING BUT WEAPON TECHS. IT ENCOMPASSES ANY KIND OF ENERGY USE IN PREFORMING NONPHYSICAL ATTACKS, REGARDLESS OF THE NATURE OF THAT ENERGY.
Stamina: Minimum of 60. Every 20 points placed here increases max Act Points by 1. Tops out at 120. This amount doesn't go up and down, but is still considered a Gauge Stat because it directly translates into something that does.
A MAXIMUM of 20 points can be placed here at creation.
Act Points: Average is 3. Doing anything takes act points. If this hits 0, you have to take a breather the next turn and get ONE back. If you stop before they run out, however, they will replenish completely at the start of your next turn.
~~
Static Stats - These stats remain the same unless specifically targetted in some way by an effect. The Static Stat pool is SEPERATE from the Gauge stat pool, though both grow at the same time and roughly the same rate.
Originals get 170 points.
Heroes get 190 points.
Villains get 205 points.
Power: The amount of destructive power your physical body holds. The higher it is, the more damage your physical attacks (kicking, punching, throwing stuff) do. Simple, right?
Special Power: The amount of destructive power your mind holds. The higher it is, the more damage your non-physical attacks (spells, telekinesis, fire breath) do. This also represents system power relegated to attack, if one is a robot. EVEN IF YOUR CHARACTER HAS NO MAGICAL ATTACKS, THIS SHOULD NOT BE SET TO ZERO.
Special Power 2: The amount of HELPFUL power your mind holds. The higher it is, the more helpful your non-physical powers (healing, status removal, protection) are. This also represents system power relegated to system maintainance. EVEN IF YOUR CHARACTER HAS NO HEALING MOVES, THIS SHOULD NOT BE SET TO ZERO.
Defense: This is your ability to take a physical hit. The higher it is, the less damage you take from physical attacks.
Special Defense: This is your ability to take a hit of a less physical nature. The higher it is, the less damage you take from special attacks. EVEN IF YOUR CHARACTER LACKS A MAGICAL AURA OF SOME KIND, THIS SHOULD NOT BE SET TO ZERO.
Speed: This is how quick you are. Your speed indicates your priority when multiple battlers go for attacks at the same time, as well as your ability to dodge.
Accuracy: This is how accurate you are in attacking. The higher it is, the better the chance you'll hit or even crit.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ABILITIES Starting characters get 5 slots worth of abilities. Villains and Heroes also gain a special ability that is decided by me and is very powerful, and everyone also receives a bonus Racial Ability THE PLAYER DOES NOT CHOOSE THESE TWO ABILITIES, THOUGH THEY MAY SUGGEST THEM IF THEY LIKE.
You kind of have to talk to me about this....With the variety of abilities in the nintenho world, its really hard to list them all. You can make up attacks too, but they have to be fairly reminiscent in some way of the world you're from, but I'm very lax about this, because if your char has a good reason to know it, I'll allow that too. The main thing is, don't try to make them too strong, because they're level 1 abilities.
NOTE: Any ability that is always active or does not need to be actively evoked, "Passive" skills, cost half a slot. The rules to this are, 1: You may not use one slot to level up a passive twice. 2: You may not take two abilities in the same slot which obviously compliment one another. 3: The first weapon proficiency taken costs a full slot, and any after it take half. 4: I reserve the right to say that a passive is too strong to be a half slot, though I -rarely- do this.
ANOTHER NOTE: If you plan on fighting, you need to use one of your generic skills to take a weapon proficiency it whatever type of fighting you want. Standard penalty for fighting with a nonproficient weapon is a -20 to Accuracy (treated as a buckler calculation) and Weapon Damage being halved. This also applies to doing strange things with a weapon, like fighting with two. The first Weapon Prof you take costs a whole slot, but any you take afterwards take only half of one.
EX: Fireball, Lvl 1 Jump, Hammer weapon prof.
IC SKILLS
See further information in the Item Creation section in game info.
For point of reference, every point in an IC skill is roughly a 1% chance at succeeding at any given simple task.
10 Points to distribute among the following:
Blacksmithing
Writing
Crafting
Spellcraft
Machinery
Alchemy
Compounding
Cooking
~~~~
STUFF:
Pick out one item from your game of choice and one BASIC weapon from it. This is marginally flexible, and if you want something else, like a multiple use item, an accessory, or some armor, or even just a better weapon to start with, you can barter weapon, item, and 20 coins with me, giving up any one of those for brownie points toward something else.
You start out with 70 Coins. Use them wisely.
Of particular note for newbies spending their hard earned cash is this shop, which caters specifically to them;
kirbidly.proboards21.com/index.cgi?board=bahamut&action=display&thread=1133889924
All newcomers also start out with 48 Hours to fritter away on out of mission training, rest to recover damage, item creation, or shopping. When doing item creation, 1 hour will buy you two attempts at whatever you're making. Shopping will take 1 Hour per store, no matter how many things you buy. Using Dooragon to get back to Bahamut's Garden, IF you gained anything while outside it, costs 3 Hours or 10 Coins.
In addition to this single item, all characters start with the following;
Heroism: A blue crystal that contains the spirit of the hero, so great that the world bends to make way for their splendor. It can be activated without Act at any time, and a list of effects will be provided. This list changes depending on the current situation, so don't just use it willy nilly! Once used, the Heroism loses it's glow and must be recharged.
Fusionist Handbook: A book detailing the process of the lost Item Creation art, Fusion.
Pandora's Box: A mysterious black cube used in the art of Fusion.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
ONE LAST NOTE: To further encourage uniqueness, you are allowed to create your own base weapon...However, it is soley an aesthetic change. It will still have the power of a basic weapon (8 with some sort of advantage,10, or 12 with some sort of difficulty). It can, however, look however you want it to look. Guns and bows have slightly different rules but follow largely the same standard.
EX:
NeoExcalibur Mark II, Dream Mode Unleashed: +10 Cutting.
Golden Dragonhide Whip of Ages, Wyrm Growth Stage: +8 Cutting, Ranged.
Great Golden Hammer of Thor, Ragnarok Titanslayer Mode: +12 Bludgeoning, takes both hands to wield.
Butter Knife: +10 Cutting
Toothpick: +8 Piercing, increases Speed by 2
Cork on a string: +12 Bludgeoning, decreases Speed by 2
Getting it?
Okay, here's a sheet of pure emptiness. It's so emo.
~~~~~~~~~~~~~~~~~~~~
IRC Name:
Name:
Game of Origin/Race:
Age:
Weight:
Height:
General Description:
General History:
What your character hates most:
What your character loves most:
What your character hopes for:
Class:
Level:
STATS
~
Gauge Stats -
Life:
Magic, Mental, Special, Weapon power ect:
Stamina:
Act Points:
~~
Static Stats -
Power:
Special Power:
Special Power 2:
Defense:
Special Defense:
Speed:
Accuracy:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ABILITIES
IC SKILLS
Blacksmithing
Writing
Crafting
Spellcraft
Machinery
Alchemy
Compounding
Cooking
~~~~
STUFF:
70 Coins
48 Hours
Heroism: A blue crystal that contains the spirit of the hero, so great that the world bends to make way for their splendor. It can be activated without Act at any time, and a list of effects will be provided. This list changes depending on the current situation, so don't just use it willy nilly! Once used, the Heroism loses it's glow and must be recharged.
Fusionist Handbook: A book detailing the process of the lost Item Creation art, Fusion.
Pandora's Box: A mysterious black cube used in the art of Fusion.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.