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Posted: Sun May 24, 2009 10:03 pm
So, you stuck not knowing anything about who you wanna be kupo? Well how the hell are you here if you don't exist?! Uh... okay... I'll just teach anyways....? *Ahem* Okay, to create a character, first you need to develop an idea for the overall character. For example, write out a sentence or two describing your character's general demeanor, including things like race, job, and personality. Be creative! This part is not limited by anything but the extent of your imagination kupo!
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Posted: Sun May 24, 2009 10:21 pm
And based on this, we can fully flesh out your character kupo. But stats are only half the process. The other half is history and personality (Which can take alot less time than the stat generation) So start by fleshing out that a bit. Tell me, are you a womaniser/manchaser? are you competative kupo? Maybe you're vain? And your past, any traumatic events? Did you live with a well funded rich family? or poor? or perhaps in between kupo? Just anwer these kinds of questions and you'll have your personality fleshed out in no time. After that we can crunch numbers, and decide on stats. I personally say do history and personality first because this will likely affect your stats too. If you grew up rich you'd probably know how to do more of the finer things in life, like etiquette, than if you grew up poor. So you'd probably put more points in civilized skills like acting, kupo, and trade. You see where I'm going with this? Anyways, it also doesn't need to be very long... and you can always change things early on if it doesn't feel right.
Also, if you wanted, you could start with your stats, and build your history and personality on that kupo, either way is fine. I just do history and stuff first personally. Both methods are just fine. Generating a character can take a good hour or two of free time to make if you concentrate. So if you need to, think over this stuff for a few days, and maybe it'll all come together for you kupo.
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Posted: Sun May 24, 2009 10:29 pm
OK, can we use Aerin as an example for this? It would help me out a lot.
EDIT: ((Probably significant of the worst Crew ever...))
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Posted: Sun May 24, 2009 10:43 pm
lol, I intended you to post Aerin's creation here. This place is as much for you to learn all of the character creation steps as it is for everyone else who views it. And, you look down on yourself too much lol, we're all new to this. I'm very little exception to this rule, as i've only created 2 characters (Going on three now though w00t) in my RP'ing experience. Don't worry, i'll have to likely walk everyone else through this too. (Except hlyn, she did hers already) So, next we go onto the hardest part in my opinion... The skills. When you've opened a window there let me know.
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Posted: Sun May 24, 2009 10:51 pm
Opened and ready. About 8 chapters of the guide opened, too.
To recap, here's what Aerin looks like now (Hey, if people are going to use this as reference we may as well make it teach something...)
Name: Aerin Gaalfe Age: 20 Race: Human Appearance: At a diminutive 5 feet 7 inches, Aerin is a human with brown hair and dazzling green eyes. He's certainly not overweight, but not particularly muscular either. He never stands at his full height, choosing instead to be more lithe than show how short he really is. Birthday: October 7th Job: Monk Sign: Libra History: Aerin was brought up in a moderately wealthy house, where he was originally trained to be a knight. He felt like he was being 'looked down upon' by everyone else for his size, even though what he was supposed to do earned him a bit of recognition. In the end, he opted to leave his training and his family behind in order to learn about what monks do. When he learned that monks were in a more humble role, he felt his calling.
Personality: Mildly timid (mainly because the other knights could pick on him), Aerin doesn't look for fortune. In fact, it is his hope that the majority of people just forget about him. He feels somewhat guilty over leaving his 'noble house' but does not let that guilt get in the way of his pride. He's never been too particularly interested in women, especially after the beating he received at the hands of a female knight. Even so he holds the knight code he learned dear to him.
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Posted: Sun May 24, 2009 11:05 pm
Mogster: Okay kupo! Now, this is definately the MOST difficult part of your character creation (In my opinion kupo) so I'll do my best to answer any questions you have, remember, no question about skills is stupid, I had to ask alot my first time too kupo. To begin, you need to note how much SP your job has... The monk job, in your case has 240 SP to spend (SP = Skill points) kupo. Each skill is bought at a 1 to 1 ratio, so paying 20 points into awareness improves it by 20 points. Some jobs also have a required skill you must learn to use the job (For example, a thief REQUIRES the pickpocket skill). In addition, some jobs have affiliation to certain skill sets, which make anything in that set cost 50% of normal kupo. One last thing is that two skills in particular are quite frustrating to learn, those are the Teaching and Two weapons skills... both cost DOUBLE to improve. So putting 20 points in teaching gives you just 10 teaching ability. I know this sounds like alot of info, but that's all the info there is kupo. After that it's all really just your decision. Each skill should have a description right by it in the manual... Monk's have the requirement to know acrobatics and one weapon skill of your choice, the weapon skills are listed in their own section.
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Posted: Sun May 24, 2009 11:18 pm
In your opinion, is it best to put the SP into just a few different skills, or should I be attempting to spread it over most of the place in order to try and make the monk more of a 'jack of all trades'? I am keeping in mind that monks have to take Acrobatics and one weapon choice, but I want all the advice I can get.
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Posted: Sun May 24, 2009 11:35 pm
Of course, kupo. Well that's really dependent on your own style of play... I personally spread them out a bit to be able to do a little of everything... but that's just me... kupo. Your character trained as a knight right? Well don't you think perhaps he'd know how to intimidate someone... even slightly? Or maybe because he's grown up moderately rich he'll have some etiquette? Just think about everything and culminate... This is really the one part of character creation I can't give you much more than technical assistance with... kupo. it is technically the most personal part of the crunching process.. Also I don't know if I remembered to mention this, but skills MUST start at a minimum of 20 points... just how it is kupo. Remember your character has an affiliation to weapon skills, and buys them at half price (Except two weapons... that can't be reduced in price) So all weapons cost half. Remember what weapons your job's best with too, and stick to those.
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Posted: Mon May 25, 2009 12:05 am
Well I must go... I'll be on between 8 PM & midnight or so EST to continue this... (Sorry, very broad time range I know... just check in whenever)
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Posted: Mon May 25, 2009 12:11 am
Even so, Aerin's quite diminutive and I doubt anyone who's looked at something that is shorter than them is very intimidated.
Having said that... hm. Let's see.
"Aerin had a knack for spotting things that were valuable..."
20 into Trade.
"Although he was quite short and not all that intimidating, his being aware of dangers was second to none.
20 into Awareness.
"Aerin enjoyed learning about the things around him, and especially wheedling other people into telling him something... which is why he got into trouble with that female knight."
20 into Inquiry.
"Because Aerin was well-educated as a child, he learned how to speak a majority of the languages."
20 into Language.
"Aerin, as a knight, was taught a lot of etiquette and could determine what the situation was, sometimes even before a word was spoken.'
40 into Etiquette. (Code of conduct makes this reasonable)
"In addition to that, Aerin had a knack for diffusing situations that occurred and was relatively successful in stopping fighting."
20 into Negotiation.
"Because of his will to learn what it was to be a monk, Aerin learned how to do things for himself such as gather food and locate water."
20 into Survival.
"In addition to that, he learned to move to areas via navigating without the aid of any sort of device."
20 into Navigation.
"While bathing in the wilderness, Aerin learned what it was like to swim."
20 into Swimming.
That leaves 40...
20 into Brawl (since monks need to know at least one weapon specialization) would count as 40?
20 into Flail would -also- count as 40?
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Posted: Mon May 25, 2009 12:11 am
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Posted: Mon May 25, 2009 9:45 am
NeoTsure Even so, Aerin's quite diminutive and I doubt anyone who's looked at something that is shorter than them is very intimidated. Having said that... hm. Let's see. "Aerin had a knack for spotting things that were valuable..." 20 into Trade. "Although he was quite short and not all that intimidating, his being aware of dangers was second to none. 20 into Awareness. "Aerin enjoyed learning about the things around him, and especially wheedling other people into telling him something... which is why he got into trouble with that female knight." 20 into Inquiry. "Because Aerin was well-educated as a child, he learned how to speak a majority of the languages." 20 into Language. "Aerin, as a knight, was taught a lot of etiquette and could determine what the situation was, sometimes even before a word was spoken.' 40 into Etiquette. (Code of conduct makes this reasonable) "In addition to that, Aerin had a knack for diffusing situations that occurred and was relatively successful in stopping fighting." 20 into Negotiation. "Because of his will to learn what it was to be a monk, Aerin learned how to do things for himself such as gather food and locate water." 20 into Survival. "In addition to that, he learned to move to areas via navigating without the aid of any sort of device." 20 into Navigation. "While bathing in the wilderness, Aerin learned what it was like to swim." 20 into Swimming. That leaves 40... 20 into Brawl (since monks need to know at least one weapon specialization) would count as 40? 20 into Flail would -also- count as 40? Very close, but two things are wrong (One of the two I got wrong my first time actually kupo xp , and the other one is my fault sweatdrop ). I may have possibly forgotten to mention that you get awareness free at 30 points (Which you can still add your points to if you wanted) And that Languages and lore need to be bought in 'broken down' format... By broken down I mean that you need to be specific kupo. For example, Language (Mogri) Or language (Mithran) Are two examples. It's like saying Language (Spanish) or language (English) heheh. Also, I wasn't going to have you do languages JUST yet (Another thing I forgot to mention, kupo... I was tired sorry)... simply because you get 160 points to spend on JUST the various languages and lore. If you want, I'll show you the various language choices there are (They're actually in the guild, gimme a sec kupo), so you may wanna take those points out of language and put them to good use somewhere else kupo.
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Posted: Mon May 25, 2009 10:05 am
LANGUAGE Default Attribute: Spirit (SPR) Type: Learned With this Skill, a character can understand and communicate in a particular language – at lower levels, fluently enough to converse with others, at higher levels with the proficiency of a skilled orator and writer. Some sample languages: Ancient Typically the spoken or written tongues of the relevant world’s precursor race. Ancient languages see very little usage in the world’s day-to-day affairs, particularly in their spoken forms; these are usually the domain of scholars and adventurers canny enough to realise that sooner or later everything comes down to mysteriously-inscribed slabs and relics. Bahsa Mithra The Mithran language is constructed around a relatively limited set of words, placing heavy emphasis on prefixes and context instead. In a tongue where ‘I’m very happy’ and ‘I’m deeply sorry’ are just two phonetically similar words apart, the opportunities for embarrassment are nigh-on endless. Brogue The Dwarven language is an archaic, highly convoluted variation on Common Tongue, typically spoken with a thick, throaty accent. Common Tongue The standard Human tongue, lingua franca on most worlds. Most, if not all, adventurers will be fluent in this language to one degree or another. Elvaan Complex and florid, Elvaan has its roots in antiquity; like all other aspects of Elven culture, it is a source of racial pride and jealously guarded against dilution from outside sources. Galkan Few Galka are capable of speaking their blunt, unsentimental native language, let alone writing it; adventurers are most likely to encounter it in ancient, Galkan-built structures and on racial artifacts. Mogri The language used by the Moogle race. Though most non-Moogles may wonder how much communication can be achieved solely using the word ‘Kupo’, Mogri is surprisingly subtle, heavily dependent on the Moogle’s antenna to convey meaning. Due to this handicap, few, if any, non-Moogles are capable of speaking it, though most can understand it with a little bit of training and practice. Monster Talk Used to communicate with less intelligent creatures, typically non-verbal in nature. Though scholars would balk at calling the resulting collection of grunts, growls and posturing a ‘language’, there is considerable study involved in mastering it. Quote: CONDITIONAL MODIFIERS Understanding basic vocabulary: 10 Understanding everyday vocabulary: 20 Understanding advanced vocabulary or slang: 50 Understanding technical language or scientific jargon: 60 Understanding archaic vocabulary: 80 LORE* Default Attribute: Magic (MAG) Type: Learned Skills which cover a character's understanding of a particular concept or area, abstract or not – facts, figures, and essential information relating to a subject the character has studied in at least some detail. Broad examples would include Skills like Lore (Area), Lore (Weapons), Lore (Magic), or Lore (Herbal), but almost any subject can be turned into a Lore, depending on a character's background. The quality, quantity, and detail of a character's knowledge in a particular Lore will increase with the Skill Rating. Sample Lores: Lore (Area): Detailed knowledge of the geography of a particular area, inclusive of major landmarks, terrain, flora, and fauna. Lore (Folklore): An understanding of an area's popular mythology, ranging from ancient sagas to contemporary 'urban legends'. Further specialised by country or region. Lore (History). General knowledge of key events in an area's known history, including dates, personalities, and other minutae. Further specialised by country or region. Lore (Magic). Magic Lore allows a character to locate and recognise sources of magic, as well as being able to identify individual Spells when encountered. Further specialised by type: Black, White, Time, or Blue. Lore (Monsters). What is a Malboro's preferred food source? How many Sahagin comprise a typical raiding party? Just how fast does a Cactuar actually run? A character with Monster Lore is a treasure trove of facts and trivia on the planet's inhuman inhabitants. Further specialised by monster type: Aerial, Aquatic, Amorph, Arcana, Devil, Dragon, Human, Insect, Machina, Normal, Plant or Undead (See Appendix II for more information on monster types and their criteria). Lore (Summons). A primer on the habitats, histories, strengths, weaknesses and personalities of the major Summons of the world, from Alexander to Valefor. Quote: CONDITIONAL MODIFIERS Information is common knowledge: 10 Information is specialized knowledge: 40 Information is obscure knowledge: 50 Information is extremely obscure knowledge: 80 {Yes I copy pasted this...} Basically these are your options, the charts below them should give you a good idea of how good you are with those skills at that point range kupo. Also, you get language (Common) for free at 50 points, as well as the points you can spend. One last thing, remember not to go above fifty kupo! That's the absolute maximum permitted right now... As you progress, kupo, you'll be able to put as many points that you get on your journey into it as you wish. Once you've allotted these points, you can then proceed to the next part kupo. (I checked, I haven't forgotten anything else sweatdrop sweatdrop kupo...)
Halt! Don't continue on till you've finished skills, you'll likely hurt your head! We'll work on the next part when you've finished. Depending on your choices in the next part kupo, we'll possibly be returning to doing your skills again. There's only one part after the next one, so you've nearly finished.
The next part is allocating Advantages and disadvantages, it's in the archives by the skills thread that I use (I find that skills list to be much more useful than the returners guide version, but some prefer the returners one...) You start with 0 points in both of these slots, when you take a disadvantage you gain the number of points that it lists to use on advantages... You'll see what I mean when we get there. (You also could skip that part entirely kupo, as the advantages and disadavntages are completely optional.)
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Posted: Mon May 25, 2009 3:59 pm
Oops. Heh. I was interested in getting most of it done, and must've missed that. xd
No, you didn't mention Awareness is free at 30, so I'll bump it to 50 anyway.
EDIT:
20 out of language, 5 each into brawl and flails to put those at 50/50, add 10 more to navigation for 30.
Language/Lore:
"Aerin studied two languages while being taught. The first was Brogue, which he learned a fair amount of, and the other was Elvaan, which his teacher tried to teach but wasn't very good at it herself."
40 into Brogue, 10 into Elvaan.
Aerin absolutely loved history. He used to dig out books upon books of history and read them each and every day. With this, he also learned of what to look for in specific areas, but not as much as the dates of things that occurred.
50 into Lore (History), 30 into Lore (Area). And I need to break this down even further?
Finally, while a knight Aerin learned of a bit of magic, mainly Black and White.
20 into white, 10 into black.
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Posted: Mon May 25, 2009 9:47 pm
I think you're supposed to break them down further kupo, but I didn't myself so go ahead and leave em as is. Also remember a skill must have a minimum of 20 to start out with kupo, so elvaan at 10 won't work i'm afraid sweatdrop
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