Post by Frederic Bourgault-Christie on Nov 25, 2005 20:31:25 GMT -5
Name:
Race:
Classes:
Notes:
Disposition:
Appearance:
Eye Color (if any eyes):
Hair Color (if any hair):
Distinguishing Marks:
Height:
Weight:
History:
Attributes:
Str
Keen
Rflx
End
Cha
Int
P. Ability
Will
Affinities:
Magic
Ki
Tech
Psi
Traits:
Positive:
Negative:
Neutral:
Personal Totem:
Abilities:
[Organize how you wish – in Psionics, Magic, Ki and Tech; or Normal, Legendary, Forbidden, Transgressive; or in other categories]
Skills:
Merits:
Equipment:
Cybernetics:
Symbiotes/Bio-Wizardry:
Minions:
Energon Disc:
Potions:
Dark/Light Path:
------------Light-Light
-----Light
------------Light-Dark
Character Name
------------Dark-Light
-----Dark
------------Dark-Dark
Some explanatory stuff:
Classes are done by the Class Point system. For an example, see the Jin sheet I'm going to post as an example. The more Class Points, the more unique Merits, Abilities, etc. you derive.
Merits are like D&D Feats, or WoW Talents, or Fallout Perks: character abilities that are more meta-game than an actually identifiable skill.
Traits are special attributes or characteristics, mostly gained at starting, that help define the characters.
Disposition is the character's outlook, quirks, etc.
A Dark-Light path is ripped unapologetically from Seiken Densetsu 3. Dark paths tend to stress offense and the character's darker side, while Light paths tend to stress defense/support and the character's lighter side. It is not a "good"/"evil" choice: in fact, for many, choosing Dark is the more ethical decision.
Steps for Character Creation
1. Flesh Out an Idea
Come up with an idea of what you’re trying to create at first. Look through Races and Classes and Traits and consider how they interplay.
2. Pick a Race, Assign Attributes
3. Pick A Class, Assign Attributes, Choose Abilities, Choose Old Guard Trainers
4. Choose Skills, Merits
Race:
Classes:
Notes:
Disposition:
Appearance:
Eye Color (if any eyes):
Hair Color (if any hair):
Distinguishing Marks:
Height:
Weight:
History:
Attributes:
Str
Keen
Rflx
End
Cha
Int
P. Ability
Will
Affinities:
Magic
Ki
Tech
Psi
Traits:
Positive:
Negative:
Neutral:
Personal Totem:
Abilities:
[Organize how you wish – in Psionics, Magic, Ki and Tech; or Normal, Legendary, Forbidden, Transgressive; or in other categories]
Skills:
Merits:
Equipment:
Cybernetics:
Symbiotes/Bio-Wizardry:
Minions:
Energon Disc:
Potions:
Dark/Light Path:
------------Light-Light
-----Light
------------Light-Dark
Character Name
------------Dark-Light
-----Dark
------------Dark-Dark
Some explanatory stuff:
Classes are done by the Class Point system. For an example, see the Jin sheet I'm going to post as an example. The more Class Points, the more unique Merits, Abilities, etc. you derive.
Merits are like D&D Feats, or WoW Talents, or Fallout Perks: character abilities that are more meta-game than an actually identifiable skill.
Traits are special attributes or characteristics, mostly gained at starting, that help define the characters.
Disposition is the character's outlook, quirks, etc.
A Dark-Light path is ripped unapologetically from Seiken Densetsu 3. Dark paths tend to stress offense and the character's darker side, while Light paths tend to stress defense/support and the character's lighter side. It is not a "good"/"evil" choice: in fact, for many, choosing Dark is the more ethical decision.
Steps for Character Creation
1. Flesh Out an Idea
Come up with an idea of what you’re trying to create at first. Look through Races and Classes and Traits and consider how they interplay.
2. Pick a Race, Assign Attributes
3. Pick A Class, Assign Attributes, Choose Abilities, Choose Old Guard Trainers
4. Choose Skills, Merits