Post by Ironshot on Jun 6, 2015 13:28:49 GMT -6
Name:
Race:(if from a published work please state which.)
Home World: Thread needed/Started?: Yes, No or Undecided
Age: (In Earth years)
Gender:
Height:
Class/Job: (Character's general skill set. warrior/thief/monk/mage etc. )
Weapons:
Stats: Are a number between 1 and 10 generally to a base total of 70. Leaders get up to 80. There are not currently any ranks in between. Items can add up to +5 to each stat. Item slots for stat enhancement are: main hand, off hand, torso, head, ring x 4 and necklace x 2 for a item bonus max of +50 to each stat. (yes I'm aware that would make an insanely powerful character.)
Strength: How strong your character is. 1 is feeble, barely the strength of a human child. 10 would be able to level a building.
Intelligence: How smart your character is. 1 can barely comprehend simple maths. 10 is genius.
Dexterity: Ease of movement, relates to reflex speed. 1 clumsy, very slow reflexes. 10 incredibly agile, very fast reflexes.
Healing: How well they regenerate outside of battle. 1 takes weeks to heal minor injuries. 10 heals severe injuries in a couple of weeks. This high level would come at the cost of endurance, no higher than 3 (not counting item bonuses).
Charisma: How well you character gets on with others. 1 is a loner, doesn't like others and they don't like them. 10 can talk to just about anyone and is usually well liked.
Endurance: How much damage they can take before death or retreat. 1 can barely take a punch from an average strength human. 10 can take huge amounts of damage.
Armory: How well they handle weapons, also reflects how well armed they are. 1 would likely only carry and be able to use basic weapons for their class/job or natural defenses. 10 can use just about any weapon, likely to be extremely well armed.
Accuracy: How well your character can hit a target. 1 misses a stationary target at close range. 10 rarely misses, can often hit even fast moving targets.
Tech Skill: How well they handle technology. 1 lacks the knowledge to use it properly, resulting in frequent breakages. 10 can repair and use practically any machine.
Aviation: How well they can pilot spacecraft. 1 crashes frequently, can barely get a ship off the ground. 10 is an ace pilot capable of complicated maneuvers. This level would require at least a 7 in Tech Skill.
Luck: Good fortune. 1 extremely unlucky, things rarely go their way. 10 seems to have everything go well. This stat can be influenced by external factors, such as other characters messing things up...
Appearance:
Profile:(History, personality etc.)
Other info:
Weaknesses:(each character should have at least one but it does not have to be a combat weakness)
Ship: (If they have one.)
Dexterity: How well the ship can maneuver (scale of 1-10 with 1 so clumsy it needs several ship lengths to turn while 10 turns on a dime)
Repair: How well the ship can recover from damage (scale of 1-10 with 1 needing manual repairs from even the most minor of damage and 10 needing manual repairs only if the engine overloads)
Speed: How fast the ship can get from point A to point B (scale of 1 to 10 with 1 barely able to reach escape velocity on Earth and 10 reaching speeds 100 x light speed)
Endurance: How well the ship can take a hit once the armor is gone (scale of 1 to 10 with 1 needing repairs after launch and 10 very nearly ramming asteroids without repairs)
Weapons: What the ship has available to harm the enemy
Armor: What the ship has available to weaken the enemy attacks
Race:(if from a published work please state which.)
Home World: Thread needed/Started?: Yes, No or Undecided
Age: (In Earth years)
Gender:
Height:
Class/Job: (Character's general skill set. warrior/thief/monk/mage etc. )
Weapons:
Stats: Are a number between 1 and 10 generally to a base total of 70. Leaders get up to 80. There are not currently any ranks in between. Items can add up to +5 to each stat. Item slots for stat enhancement are: main hand, off hand, torso, head, ring x 4 and necklace x 2 for a item bonus max of +50 to each stat. (yes I'm aware that would make an insanely powerful character.)
Strength: How strong your character is. 1 is feeble, barely the strength of a human child. 10 would be able to level a building.
Intelligence: How smart your character is. 1 can barely comprehend simple maths. 10 is genius.
Dexterity: Ease of movement, relates to reflex speed. 1 clumsy, very slow reflexes. 10 incredibly agile, very fast reflexes.
Healing: How well they regenerate outside of battle. 1 takes weeks to heal minor injuries. 10 heals severe injuries in a couple of weeks. This high level would come at the cost of endurance, no higher than 3 (not counting item bonuses).
Charisma: How well you character gets on with others. 1 is a loner, doesn't like others and they don't like them. 10 can talk to just about anyone and is usually well liked.
Endurance: How much damage they can take before death or retreat. 1 can barely take a punch from an average strength human. 10 can take huge amounts of damage.
Armory: How well they handle weapons, also reflects how well armed they are. 1 would likely only carry and be able to use basic weapons for their class/job or natural defenses. 10 can use just about any weapon, likely to be extremely well armed.
Accuracy: How well your character can hit a target. 1 misses a stationary target at close range. 10 rarely misses, can often hit even fast moving targets.
Tech Skill: How well they handle technology. 1 lacks the knowledge to use it properly, resulting in frequent breakages. 10 can repair and use practically any machine.
Aviation: How well they can pilot spacecraft. 1 crashes frequently, can barely get a ship off the ground. 10 is an ace pilot capable of complicated maneuvers. This level would require at least a 7 in Tech Skill.
Luck: Good fortune. 1 extremely unlucky, things rarely go their way. 10 seems to have everything go well. This stat can be influenced by external factors, such as other characters messing things up...
Appearance:
Profile:(History, personality etc.)
Other info:
Weaknesses:(each character should have at least one but it does not have to be a combat weakness)
Ship: (If they have one.)
Dexterity: How well the ship can maneuver (scale of 1-10 with 1 so clumsy it needs several ship lengths to turn while 10 turns on a dime)
Repair: How well the ship can recover from damage (scale of 1-10 with 1 needing manual repairs from even the most minor of damage and 10 needing manual repairs only if the engine overloads)
Speed: How fast the ship can get from point A to point B (scale of 1 to 10 with 1 barely able to reach escape velocity on Earth and 10 reaching speeds 100 x light speed)
Endurance: How well the ship can take a hit once the armor is gone (scale of 1 to 10 with 1 needing repairs after launch and 10 very nearly ramming asteroids without repairs)
Weapons: What the ship has available to harm the enemy
Armor: What the ship has available to weaken the enemy attacks