Post by Glenn on Apr 7, 2018 17:00:49 GMT -5
This is a guide to getting started in Conflict of Celaria! So, you want to bring your character along for the ride, here's a few things to keep in mind. Yes, we go by stats and dice, but it isn't required for you to start off and jump in. However, I'd refrain from combat - this isn't a free form room. I am not a fan of Tier 3/Logic based combat. However, if two people agree to it, I'll allow it - giving you're not doing any super powered battle of the gods. People who don't care about exp, and would rather just mingle, that is perfectly fine.
Character Creation
Now for those that enjoy having stats for combat and messing with NPC's, Just go to the Character Creation section to System Info that will tell you everything, this link right here. conflictofcelaria.freeforums.net/board/11/system-info
Purchasing Stats and Abilities is one of the first ones you want to hit up. It has a list of all of our stats. When starting up, you get 16 points for your main attributes. Main attributes are divided into three sections - Physical/Spiritual/Life. You can put 8 towards one category, 6 for the next, then 4 for the last. Want to be a physical fighter? Put those 8 into Physical first. Mages are Spiritual, and Bards/Social stuff is Life. However you want your character to be is where you want to focus your start up points. You cannot go past 5 levels of one stat on start up, going past 5 on one stat will need exp from rp. For buying with exp, it's 4 x current level. (If you have 4 in strength, it'll be 16 to raise it to 5)
Next is Skills. 20 points to put into skills. Max for each one is 5 levels, any further will need exp earned from RP. Skills are more specific stats - like weapon master can increase your accuracy for a specific weapon, spellcraft for magic, Dodge to increase your AC, and all sorts of things. When further purchasing with exp, it's x2 the current level. (Dodge has 3? then 6 points to raise it to level 4)
Abilities and Spells: You get 3 free ability slots of your making. They need to be approved by a GM. Afterwards, you can buy additional abilities for generally just 3 exp. However, more powerful abilities that consume TP (Earned with Capacity) can cost more exp. Spells are a different sort, when using magic, we encourage people to make a spell list. It doesn't have to be big, 5-8 spells to start off with. The Spell List must be purchased, generally around 10 exp, depending on how strong and how many spells you have. Then, you buy the spells individually which would be around 3 exp. You can make additional lists to further expand on, and we have spell lists to choose from in the Spells and Classes section.
Bonus Points: You get 20 extra points to spend, much like regular exp. For Main Attributes, it's x4 current level in a stat. For skills, it's x2. Abilities will cost 3 points, Spell Lists are 10.
HP and AC: This will depend on your character size. We have Tiers, listed in the System Info link above. For figuring out your HP and AC, you choose a size tier. So if you go with Medium Size, it's 10 AC with 5 HP. Your max HP is your tier exp, + any points in constitution, then you double that. For example: Medium Size + 2 Con is 7 HP. Multiply that by x2, 14 HP to start.
As for your AC, if you're medium size, it will be 10. Now let's add armor - we have armor tiers listed there as well. Armor adds some AC and damage reduction. However, the heavier that armor is, the less your Dodge stat will count towards your AC. For example, if you're using Partial Plate Armor - +3 AC, -3 points when taking damage... however, your Dodge cannot exceed 4. Shields are also a thing. Using a regular shield/buckler will incur no penalties, but must be used with one handed weapon. A tower shield gives more AC, but will incur a penalty to your max dodge.
Follow Up:
So, you got everything made out? Got abilities/spells picked out, and your stat sheet ready? Post it in your profile, or on the character approval on the website, and have a GM look it over for approval. Personally, I like having it on the website, and I have a link for it on my TL profile, so it doesn't clutter it. But it's entirely up to you. Anytime you purchase additional stats and what not with exp? Please notify a GM. Our player listing has an exp earned and an exp spent slot, and I'd like to track it.
Classes: We will have classes that people can put exp into for additional passive and active abilities. They are optional, and players are allowed to create their own if they don't want to use the ones we have listed, provided they are approved by a GM. However, this will depend on the race you choose. Monster/Beast races, however, cannot choose a class - however, there are racial builds that give their own perks for being one of these types, and again, players can make their own racial build for their own unique monster/beast type.
Character Creation
Now for those that enjoy having stats for combat and messing with NPC's, Just go to the Character Creation section to System Info that will tell you everything, this link right here. conflictofcelaria.freeforums.net/board/11/system-info
Purchasing Stats and Abilities is one of the first ones you want to hit up. It has a list of all of our stats. When starting up, you get 16 points for your main attributes. Main attributes are divided into three sections - Physical/Spiritual/Life. You can put 8 towards one category, 6 for the next, then 4 for the last. Want to be a physical fighter? Put those 8 into Physical first. Mages are Spiritual, and Bards/Social stuff is Life. However you want your character to be is where you want to focus your start up points. You cannot go past 5 levels of one stat on start up, going past 5 on one stat will need exp from rp. For buying with exp, it's 4 x current level. (If you have 4 in strength, it'll be 16 to raise it to 5)
Next is Skills. 20 points to put into skills. Max for each one is 5 levels, any further will need exp earned from RP. Skills are more specific stats - like weapon master can increase your accuracy for a specific weapon, spellcraft for magic, Dodge to increase your AC, and all sorts of things. When further purchasing with exp, it's x2 the current level. (Dodge has 3? then 6 points to raise it to level 4)
Abilities and Spells: You get 3 free ability slots of your making. They need to be approved by a GM. Afterwards, you can buy additional abilities for generally just 3 exp. However, more powerful abilities that consume TP (Earned with Capacity) can cost more exp. Spells are a different sort, when using magic, we encourage people to make a spell list. It doesn't have to be big, 5-8 spells to start off with. The Spell List must be purchased, generally around 10 exp, depending on how strong and how many spells you have. Then, you buy the spells individually which would be around 3 exp. You can make additional lists to further expand on, and we have spell lists to choose from in the Spells and Classes section.
Bonus Points: You get 20 extra points to spend, much like regular exp. For Main Attributes, it's x4 current level in a stat. For skills, it's x2. Abilities will cost 3 points, Spell Lists are 10.
HP and AC: This will depend on your character size. We have Tiers, listed in the System Info link above. For figuring out your HP and AC, you choose a size tier. So if you go with Medium Size, it's 10 AC with 5 HP. Your max HP is your tier exp, + any points in constitution, then you double that. For example: Medium Size + 2 Con is 7 HP. Multiply that by x2, 14 HP to start.
As for your AC, if you're medium size, it will be 10. Now let's add armor - we have armor tiers listed there as well. Armor adds some AC and damage reduction. However, the heavier that armor is, the less your Dodge stat will count towards your AC. For example, if you're using Partial Plate Armor - +3 AC, -3 points when taking damage... however, your Dodge cannot exceed 4. Shields are also a thing. Using a regular shield/buckler will incur no penalties, but must be used with one handed weapon. A tower shield gives more AC, but will incur a penalty to your max dodge.
Follow Up:
So, you got everything made out? Got abilities/spells picked out, and your stat sheet ready? Post it in your profile, or on the character approval on the website, and have a GM look it over for approval. Personally, I like having it on the website, and I have a link for it on my TL profile, so it doesn't clutter it. But it's entirely up to you. Anytime you purchase additional stats and what not with exp? Please notify a GM. Our player listing has an exp earned and an exp spent slot, and I'd like to track it.
Classes: We will have classes that people can put exp into for additional passive and active abilities. They are optional, and players are allowed to create their own if they don't want to use the ones we have listed, provided they are approved by a GM. However, this will depend on the race you choose. Monster/Beast races, however, cannot choose a class - however, there are racial builds that give their own perks for being one of these types, and again, players can make their own racial build for their own unique monster/beast type.