Post by Frederic Bourgault-Christie on Apr 15, 2006 16:53:52 GMT -5
Name: Artie
Race: Fox Demon
Attributes:
Endurance – VH Godlike
Keen – VL Godlike
Reflex – VL Godlike
Cha – VL Godlike
Strength – L Forbidden
P. Ability – M Forbidden
Int – VH Godlike
Will – VH Godlike
Things to do:
*12 training slots
*Determine Traits (see the Traits thread: generally, things that set the person aside from others, such as unique genetic abilities, supersoldier training, insanities, behavioral quirks or defects, etc.) In your case, your Trait Points can add up to 5, instead of the normal 0. These Classes are added automatically even before determining Renaissance Man and CPs and so on: Red Mage (10), Martial Artist (10), Veneficium Secutor (5), Dragon Thief (5), Thrash Ahmoqa (5), White Witch (5) and Paladin (5)
*200-300 CPs
*Affinities - probably high Tech/Magic, distribute 2500 points
*Determine how you spend your starting money - in the neighborhood of 20 million GP (2 billion dollars)
*From the trainers, classes, etc. determine your Skills and Merits (Merits are basically Feats, Skills are enumerated as %s), as well as Affinities (Ki, Magic, Psi, Tech). Skill %s should end up adding to 30,000%, 725% is the max in any one skill (and only in rare cases: limit of five skills at the most and only at my approval). A good rule of thumb for Merits is 5 Forbidden 2/Transgressive, 20 Forbidden, 50 Legendary and 100 Normal.
*After determing trainers, classes, etc. determine abilities. You get 1 Forbiddens (Forbiddens being abilities like Meganuke, Ultima 2, etc.) per 1.5 Class Points, 2 Forbidden 2s from your unique ability set (Forbidden 2s are abilities the next exponential level up, abilities like Jin's Chronanova which uses raw speed to create an area of non-existence and launches it as a physical attack at foes), and 1 F2 from each trainer. In addition, some Traits will provide in the neighborhood of 5-15 Fs and sometimes an F2, and CH PCs receive the Communal Abilities plus 10 Martial Arts Forbiddens and 10 Forbiddens per elemental spirit (in this case,
*See Group Resources and add what is listed there at the bottom. In particular, those are:
-Job Gem and Tome Classes
-Transformation from the Energon Disc (one bestial, one mechanical)
-3 alchemical conctions, F2 power
-Dark-Light Path
-Various Communal Abilities, Merits, Skills, etc. In the case of Communal Skills, if you have the Skill in question, reimburse yourself the amount given by Communals. I.e. PC Bob was planned to have Shotgun 700%. The team's skills include Shotgun at 300%. PC Bob spends only 400% on the Shotgun skill total and thus gets 300% extra to spend.
-
*Finish the character concept, history, etc. now that you have all of your current statistics fleshed out. That should include:
-Zodiac Sign
-Blood Type (if applicable)
-Personal Totem
-Patron God (if any)
Race: Fox Demon
Attributes:
Endurance – VH Godlike
Keen – VL Godlike
Reflex – VL Godlike
Cha – VL Godlike
Strength – L Forbidden
P. Ability – M Forbidden
Int – VH Godlike
Will – VH Godlike
Things to do:
*12 training slots
*Determine Traits (see the Traits thread: generally, things that set the person aside from others, such as unique genetic abilities, supersoldier training, insanities, behavioral quirks or defects, etc.) In your case, your Trait Points can add up to 5, instead of the normal 0. These Classes are added automatically even before determining Renaissance Man and CPs and so on: Red Mage (10), Martial Artist (10), Veneficium Secutor (5), Dragon Thief (5), Thrash Ahmoqa (5), White Witch (5) and Paladin (5)
*200-300 CPs
*Affinities - probably high Tech/Magic, distribute 2500 points
*Determine how you spend your starting money - in the neighborhood of 20 million GP (2 billion dollars)
*From the trainers, classes, etc. determine your Skills and Merits (Merits are basically Feats, Skills are enumerated as %s), as well as Affinities (Ki, Magic, Psi, Tech). Skill %s should end up adding to 30,000%, 725% is the max in any one skill (and only in rare cases: limit of five skills at the most and only at my approval). A good rule of thumb for Merits is 5 Forbidden 2/Transgressive, 20 Forbidden, 50 Legendary and 100 Normal.
*After determing trainers, classes, etc. determine abilities. You get 1 Forbiddens (Forbiddens being abilities like Meganuke, Ultima 2, etc.) per 1.5 Class Points, 2 Forbidden 2s from your unique ability set (Forbidden 2s are abilities the next exponential level up, abilities like Jin's Chronanova which uses raw speed to create an area of non-existence and launches it as a physical attack at foes), and 1 F2 from each trainer. In addition, some Traits will provide in the neighborhood of 5-15 Fs and sometimes an F2, and CH PCs receive the Communal Abilities plus 10 Martial Arts Forbiddens and 10 Forbiddens per elemental spirit (in this case,
*See Group Resources and add what is listed there at the bottom. In particular, those are:
-Job Gem and Tome Classes
-Transformation from the Energon Disc (one bestial, one mechanical)
-3 alchemical conctions, F2 power
-Dark-Light Path
-Various Communal Abilities, Merits, Skills, etc. In the case of Communal Skills, if you have the Skill in question, reimburse yourself the amount given by Communals. I.e. PC Bob was planned to have Shotgun 700%. The team's skills include Shotgun at 300%. PC Bob spends only 400% on the Shotgun skill total and thus gets 300% extra to spend.
-
*Finish the character concept, history, etc. now that you have all of your current statistics fleshed out. That should include:
-Zodiac Sign
-Blood Type (if applicable)
-Personal Totem
-Patron God (if any)