February 6, 2006 at 8:14 pm #1640VEST ParadoxParticipant
When you wrote your character's background, you began to understand how you'd expect your character to turn out as a living being. The next few steps of the character creation process involve detailing the technical aspects of your character. The Character Sheet (CS) is what we use to measure our character's physical, mental and spiritual selves. We use numbers to signify their strengths and weaknesses. The character sheets are then used to aid us in fairly determining whether or not our characters are successful in attempting certain actions: combat, masteries, etc..
Selecting a Breed
In Velevt Skies (the beginning at least) all characters begin as normal Mortals. They may have some knowledge of the things that go bump in the night, but believe them to mostly be just fictional characters and wives tales. Through play you will learn what is really out there in the lurking shadows and will gain the ability to become one.
Filling Out The Character Sheet
Detailed instructions for filling out the CS follow, but if you need help there are two places to go. Check out the example CS here: [attachmentid=14] and maybe your questions can be answered in our Frequently Asked Questions area here: BG / CS FAQ. Now we move onward to the CS or Character Sheet. The first section of the character sheet is for the personal information of your character. They are fairly self-explanatory. However, you will find a brief explanation of each section below.
Player's Screen Name: This is the screen name you will be using while you play your character. Since we use AIM for the chat rooms you will need to register an AIM or AOL screen name in order to play. You can register with AIM here: AIM Screen Name Registration. We don't require that your Screen Name (SN) matches your characters name, but we suggest it ofr ease of character sheet processing and identification. You may only have one character sheet per screen name and only one screen name per character sheet. If you wish to change your player screen name, you must send a request to VEMailroom@aim.comt prior to using them.
Character's Real Name: This is where you put your character's full name. The name of your character can be anything that best suits them. From a normal name to a street or nick name. Whatever others would call them.
Date of Character Creation: This is the date you submit your character sheet. (First sent it to VEMailroom@aim.com). We use this to keep track of how long your character has been in the game. This date will not change.
Date of Breed Creation (On Non-Mortal CSs): This is the date your character became something other than mortal. If you do not begin the game as a Mortal, this would be the same as the Date of Character Creation.
Date of Last Update: Later on, as you've begun to play awhile, you will be able to spend Experience Points (XP) you'll earn to increase your character's abilities. This listing will display the last date your character sheet was submitted after you''ve spent some experience points.
Please keep in mind that we only keep character sheets on file that are 12 months or newer. That means you must update your character sheet at least once every 6 months. If you are saving your experience points, just state that in the title of your Email. If you are not going to be here over that six-month time, simply write VEMailroom@aim.com and we will be sure to set your character sheet aside until you return.
The next step to creating your character is to choose their statistics. Statistics are the way we measure our character's physical, mental and spiritual aspects. These three statistics, together represent the core of our character's being. All other entries on the character sheet have their foundations based on these three statistics. The statistics are:
Body is the physical aspect of your character. It represents your character's strength, agility and resilience. Body is used for many different things. Any die roll that requires your character to act physically is affected by their body statistic. Running, throwing, attacking, dodging and many other physical actions are included. It also determines how much physical punishment your character can sustain before they are rendered unconscious or dead.
Recovery Time: The general recovery time for lost points of body is one per three days of rest. Some breeds may have abilities that increase this rate of recovery.
Endurance: Endurance is a pool of points based off of the body statistic divided by two and rounded down (A character with a 5 body would have an Endurance of 2, while a character with a 6 would have a 3). Certain abilities or Masteries will call for the expenditure of endurance to fuel them. Once a characters Endurance reaches zero they can continue to fuel masteries but at the cost of Body points. Endurance recovers after one night of rest. This occurs between when you stop playing your character and when you begin play again.
Mind is the mental aspect of your character. It represents your character's speed of thought, general knowledge and their capacity for reason. Mind is used for many different things. Any die roll that requires your character to think, reason or otherwise exercise their mind is affected by their mind statistic. This includes, but is not limited to the use of many Masteries, solving logic problems or using skills that require the character to think. It also determines how much mental punishment your character can sustain before they fall unconscious.
Recovery Time: The gernal recovery time for lost points of mind is one per half hour of rest. Some breeds may have abilities that increase this rate of recovery.
Fatigue: Fatigue is a pool of points based off of the mind statistic divided by two and rounded down (See example for Endurance). Certain abilities or Masteries will call for the expenditure of Fatigue to fuel them. Once a characters Fatigue reaches zero they can continue to fuel masteries but at the cost of Mind points. Fatigue recovers after one night of rest. This occurs between when you stop playing your character and when you begin play again.
Soul is the spiritual aspect of your character. It represents your character's strength of the spirit and mystical energy. Any die roll that requires the use of a character's inner strength is affected by the soul statistic. Examples are: a showing of great faith, resisting an addiction, etc.. Soul also determines how many times per night a character may use their Masteries. Each mastery has a soul cost listed in its description, and each time a mastery is used this cost is subtracted from the character's soul statistic. When this statistic reaches zero, the character is unable to harness the energies required to fuel the mastery.
Recovery Time: The general recovery time for lost points of soul is one per half hour of rest. Some breeds may have abilities that increase this rate of recovery.
Spirit: Spirit is a pool of points based off of the soul statistic divided by two and rounded down (See example for Endurance). Certain abilities or Masteries will call for the expenditure of Spirit to fuel them. Once a characters Spirit reaches zero they can continue to fuel masteries but at the cost of Soul points. Spirit recovers after one night of rest. This occurs between when you stop playing your character and when you begin play again.
Building the Statistics
You have 15 points to divide amongst your statistics at character creation. These points may be divided any way you wish between the three statistics, however you must put at least 3 points in each.
A completely average starting character in Velvet would have a score of 5 in each statistic. But you may decide that your character is not quite as strong as everyone else, and a little more intelligent. In that case, you might make these scores 3 Body, 7 Mind, and 5 Soul. The three numbers, regardless of where you put them will always add up to 15 when you create your character. During Character Creation you may wish to elect to purchase more points of Statistics with your Generation Points. Each point bought costs 5 Generation points and no more than three points may be purchased.
The next section on the character sheet is where the modifiers are listed. These modifiers are used to alter your die rolls to reflect your individual character's chances to succeed at the action in question. All modifiers are determined by adding two other numbers together. These can be two statistics or a statistic and a skill (described below). It all depends on the modifier. There are three base Modifiers, Awareness, Discipline, and Presence, these are the foundations of the rest of them. All other modifiers are either a skill or a bonus added to one of the three.
Awareness is your character perception and acuity. It covers the ability to see through illusions as well as that tingle in the back of you neck when someone is watching you. – ( Body + Mind )
Discipline is akin to willpower. This is your state of mind and mental and spiritual strength and fortitude. – ( Mind + Soul )
Presence is the characters sense of being and how they appear to others, wether they are sickly or vibrantly healthy, friendly or spooky is all left to the player to decide, but this determines the impact your presence has on others. – ( Body + Soul )
Attack is the modifier used when your character wishes to physically attack or otherwise strike at a specific target. Whether it is a slap, punch, kick, knife slash, club bash, pistol shot or hunting rifle you use your character's attack modifier to hit the target. To determine your character's Attack Modifier, add the character's Presence Modifier and any bonuses from Fighting Styles. This number is recorded next to Attack on the character sheet. – ( Presence + Fighting Style Bonuses )
Will is the modifier used when your character wishes to exert control or manipulate the world around them. It is also used to resist many of the masteries that someone may attempt to use on them. To determine your character's Will Modifier, add the character's Discipline Modifier and any bonuses from Fighting Styles. This number is recorded next to Will on the character sheet. – ( Discipline + Steel Will )
Quickness is the modifier used when your character wishes to attempt an action quicker than normal. It represents your character's physical and mental speed and reaction time. It is most often used during combat or during other scenes where time is of the essence. It is also used in place of your total dodge when you are attacked while trying to escape. To determine your character's Quickness Modifier, add the character's Awareness Modifier and any bonuses from Fighting Style. This number is recorded next to Quickness on the character sheet. – ( Awareness + Fighting Style Bonuses )
Initiative is the modifier used at the beginning of each combat round. The initiative roll helps determine the order the character's act during a confrontational encounter. The higher their initiative modifier, the better their chances of acting before the others. To determine the character's Initiative Modifier, add the character's Quickness Modifier to the Level of their Reflexes skill (If applicable; see below). This number is recorded next to Initiative on the character sheet. – ( Quickness + Reflexes )
Dodge is the modifier used when the character attempts to evade the attack of another. It involves a number of moves from a side step to ducking for cover. A dodge roll takes place as an attack roll is made against the character. To determine the character's Dodge Modifier, add the character's Quickness Modifier to the Level of their Evasion Skill (If applicable; see below). This number is recorded next to Dodge on the character sheet. – ( Quickness + Evasion )
Gaining and Losing Reputation: Anytime you have a skill higher than level 8 and use it in a public exhibition or performace, you can gain a point of Reputation. The public display must be an event where there are a minimum of 20 witnesses and cannot be in the same day. In order to gain the point you must roll 2d6 and roll higher than your level of Reputation. (For example, should you be an artist and wish to improve your reputation, put on a concert). The event to qualify you for gaining the skill must be approved by a ST, but the general rule is that no performance can be the same as one done before. So, for instance, if you read the same poem in front of a crowd, you are not eligible for a gain, or if you spar or fight with the same person you are also not eligible for the gain in Reputation. Each time you are charged with a crime ( regardless of if you were found guilty or not ), or commit a crime in a place where there were more than 3 surviving witnesses, you lose a point of Reputation. The public discovery of you being anything other than a normal person (IE public knowledge of your breed) will result in the loss of five Reputation points. The public knowledge of a breed only applies when known by those who are members of an opposing breed (Magi vs Psion or Vampires vs Lycanthropes) or by normal mortals. If the knowledge is displayed and widely circulated in something like a newspaper, this will result in a -10 reduction to your Reputation. Reputation cannot exceed a score of +/- 9 unless a bonus is given by an advantage or mastery.
The Effects of Reputation: Having a good reputation can certainly be a valuable asset. In this day and age, the value of a person's reputation is held in high regard, and anything done to tarnish this not only has dire effects for yourself, but also your family. Anytime the character uses any sort of social related skill roll (fast talk, oratory, theology) they gain a bonus equal to their Reputation to the roll, this can result in penalties to the roll if you are Notorious. Anytime the character wishes to obtain funds from an income roll, they gain a bonus or penalty equal to their Reputation score. Likewise, the persons Reputation adds or subtracts from any Law rolls made by a lawyer defending you. The area of how well you are known is listed below:
1-2 Town or District of a city
Skills, Masteries, and Advantages
Throughout the lives of our characters, they have undoubtedly learned how to do different things. The next step is to determine exactly what your character knows how to do at the time they join the story. When you create your character, you are allowed to spend 50 points (Generation Points) to purchase your character's starting Skills, Masteries and Advantages. Beside the description of individual skills, masteries and advantages, you'll find two separate costs. The first is listed as a Generation Cost and the second is Experience Point Cost. While spending your 50 Generation Points, you use the cost listed as the Generation Cost. Later on, you will be introduced to Experience Points and Experience Point Costs.
Skills represent the talents and traits you character has either learned through a teacher or picked up as a necessity of life. There are many types of skills your character already knows or could learn: weapon skills, hand-to-hand fighting skills, scientific skills, social skills mystical skills, and many others.
Sample Skill Listing:
Skill Name (Stat) : Name of the skill and what Statistic it is linked to.
Damage: How much damage the skill causes, if any.
Generation Cost: each level of the skill costs this at character generation.
Experience Point Cost: Low, Medium, High, or Very High, see the Character Improvement section for more details.
Roll System: This is the dice roll you make when attempting to use a skill and the target number required for the character to succeed with the action.
Description: This, naturally, is what the skill does.
Skills are rated by levels. Each level in a sill represents a little more knowledge or aptitude than the proceeding one. Skill levels of 1-3 are considered beginners. 4-7 would symbolize intermediate, 8-11 represent experts, while 12 and above would be viewed as being a Master of the skill.
Each skill is linked to a specific Statistic. This statistic is listed to the right of the skill's name in parenthesis. The skill level may never be a higher number than the statistic listed in parenthesis.
Masteries are the supernatural abilities unique to each breed that the characters may already know or may learn. Even mortals have that little something about them that sets them apart from the rest of the breeds. Every breed has a set of Special Abilities they begin to play with. These are listed in each individual breed description. There are other, less common abilities that each breed may possess and these masteries must be purchased separately.
Sample Mastery Listing:
Mastery Name [Cost]
Room Command: (room command for activation)
Generation Cost: Mastery point cost at Generation
Experience Cost: Mastery cost with Experience Points
Range: This is the proximity requirement for the mastery's use; Self, Touch, LOS, or FEC. One or more may be required/used.
Roll System: The roll required to activate the mastery and the target number needed for the character to succeed
Duration/Activation: How long the effects of the masteries last. The role-played effects of certain masteries can last a lot longer than the combat effects. Also listed here is the number of rounds it takes to activate the mastery.
Effect/Description: This is a description of the mastery and its effects.
Most of the time your character tries to use a mastery, you will need to do three things. First, your character must harness the energy within required to activate the mastery. Whether this be concentrating on a target, chanting a ritual, screaming at the top of your lungs, etc. Then you must enter the room command. This command is listed in parenthesis on the top line of the mastery's description. They are used to alert the host and the other players that you are using a mastery. The other characters may not be aware of this, but their players should be. During the activation of the mastery, you burn the fuel in order to perform it. Therefore, once the mastery is activated you will expend the cost listed and deduct that cost from the pool the mastery uses. If you activate more masteries than you have points in the pool then you will begin reducing your Statistics as the energy begins taking it's toll even further. Shoul dyou resort to spending Statistic points on Masteries you must adjust your Modifiers Accordingly. The final thing you have to do is follow the rest of the description. This is usually a dice roll and upon success, some sort of effect.
Advantages and Disadvantages are quirks that your character possesses. They may be particularly adept at the arts, or knowledges, or physical activities. Advantages give you character a little boost in their field that some may not possess. Advantages cost a variable amount of Generatin Points and once an advantage is purchased it can never be traded in or removed, it is a permanent part of your character. Disadvantages work very much the same way, but in reverse. When you take a disadvantage you gain Generation Points back to spend elsewhere. A character can have no more than two Advantages and can have no more than three Disadvantages.
Sample Advantage/Disadvantage Listing:
Cost: How much the Advantage costs you in GP's or how much the Disadvantage gives you in GP's.
Description: This is what the Advantage or Disadvantage actually does. If there is a Roleplaying Requirement listed it must be played out and noticed (someone who is lame in a leg must roleplay walking with a limp, someone who is disfigured must play that, etc..)
After your character is approved you may wish to buy off a disadvantage. If you choose to you must write a Storyline detailing how this takes place and pay an amount of Experience Points equal to ten times the Generation points you received for the disadvantage (a Disadvantage that gave you 3 Generation Points will cost 30 to remove as well as an approved SL on how it was remedied.)
When your character attempts an action that requires a die roll, there must be a means of knowing whether or not they succeed. This is the purpose of a target number. Many skills, masteries and other rolls will have a target number listed in the description of the die roll. When you make the die roll, if the total result (a combination of the die roll and any other additions to it either from statistics, modifiers or skills) is equal to or exceeds the target number, your character succeeds in the action. If this total falls short of the target number, your character fails in the attempt.
Note: Should you roll double sixes on any roll, regardless of the target number, you automatically succeed. This allows for those rare instances where we occasionally accomplish something we normally wouldn't be able to. On the other hand, should you roll double ones, you will automatically fail. This applies even if your base roll exceeds the target number for that action or beats out the opponents roll. Sometimes luck is just not on our side. The only exceptions to this are if the skill or mastery uses a table to determine success. Some may have special occurances should either of these be rolled.
What It All Amounts To
Once you reach this point, you are nearly finished. All that remains are the finishing touches that polish off the work you've done. The more detail you use when filling out these final sections, the better you'll understand your character and be able to accurately role-play them. The final stages are:
Physical Description is where you write up the actual description of your character's general appearance. That is what they look like. The clothes and styles they wear. How they carry themselves and the first impression people generally get when they see your character.
Background is the place you should write or cut and paste your background to. In part one, we discussed writing your character's history. This is the place to put it. Simply write it here or cut and paste it. (see above) to this section of the character sheet.
Experience Point Record
Throughout your character's journeys, they will undoubtedly learn new things about themselves and the world around them. To symbolize this learning process, our characters earn experience points. This is where you record the number of experience points you have earned since the last time your character sheet was updated. Experience points are used to purchase Skills, Masteries and raise your character's Statistics. The entries below should be filled out in detail each time you submit your character sheet. This allows our Character Sheet Team to process your CS more efficiently.
When you list your earned experience points, you must divide them into categories, dates and the amount. There is a space for this information on the character sheet to make this easier. For example:
Role-playing: 5 points 11/2, 11/5, 11/6, 11/9, 11/12
Posting 12 points 7-11/4, 3-11/11, 2-11/18
Above and Beyond 5 points 11/12 (This is the date you received the award letter)
XP to Spend is where you should record the total number of experience points you have to spend. This is the number of points you have before you spend them. You need to make a separate entry for each level of each skill or mastery you purchase for your character in the last part of the character sheet. Even when you generate a new character, you must list where you spent each point. These lists must be completed each time you submit your character sheet. You must also list where each point you are claiming comes from. Whether they be regular role-play, posting awards, etc.. If you do not do so, then there may be problems when we are checking for approval.
Remaining XP After Update is the place to record the number of experience points left over after you have updated your sheet.
Date of Update is the date that you submit the character sheet for an update.
Where Spent is where you should list the name of the skill, mastery or other update you have purchased.
Level is used only for skills or masteries that use the level system. You should purchase the next level you purchased here.
Total Cost is where you record how many experience points you spend on that specific skill level or mastery.
When the Smoke Clears
After completing all of the steps above, you will have yourself a brand new, complete character sheet. All that remains for you to do is send it in to VEMailroom@aim.com. Sometime within the next 72 hours, you will receive Email confirmation that your character sheet has been approved. If it is not approved for some reason, the Character Sheet Team will work with you on completing it correctly.
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