Difference between revisions of "Character creation"

From MazeWorld
Jump to: navigation, search
m (Halflings)
(Alligator halflings)
Line 200: Line 200:
 
'''''Not recommended for newcomers!'''''
 
'''''Not recommended for newcomers!'''''
  
The origin of alligator halflings (''Homo sapiens ex alligatoridae'') is shrouded in mystery! In fact, as of Quartema 704, they aren't even officially recognized as a halfling subspecies at all, as they haven't been formally studied yet. But they do exist, and they are perhaps the strongest halfling species. Alligator halflings possess a body covered in tough, protective scales, and have a significantly more developed muscular structure than humans, making them both stronger and more agile. They have a long, broad tail, a widened face with extended facial protrusions and nostrils, though rather than being muzzle shaped, alligator halflings have elongated mouths and many protruding teeth, rendering them capable of exhibiting very toothy (and perhaps quite scary) smiles, or a terrifying display of long tongue and numerous teeth when opening their mouths completely. All native alligator halflings in the Mazes come from a tiny, secret community called the Gator Kingdom, which is hidden in the UA, inside of an old, abandoned section of the sewer network. The gator halfling community self-styles as a monarchy and is ruled by a king, and they subsist on scavenging and attacking passing travelers and caravans. Only a tiny amount of gator halflings have left their communities to integrated into larger society, and those that have, hide their true origins, generally by pretending to be a member of the Squamata halfling species with unusual looks.
+
The origin of alligator halflings (''Homo sapiens ex alligatoridae'') is shrouded in mystery! In fact, as of Quartema 704, they aren't even officially recognized as a halfling subspecies at all, as they haven't been formally studied yet. But they do exist, and they are perhaps the strongest halfling species. Alligator halflings possess a body covered in tough, protective scales, and have a significantly more developed muscular structure than humans, making them both stronger and more agile. They have a long, broad tail, a widened face with extended facial protrusions and nostrils, though rather than being muzzle shaped, alligator halflings have elongated mouths and many protruding teeth, rendering them capable of exhibiting very toothy (and perhaps quite scary) smiles, or a terrifying display of long tongue and numerous teeth when opening their mouths completely. All native alligator halflings in the Mazes come from a tiny, secret community called the Gator Kingdom, which is hidden in the UA, inside of an old, abandoned section of the sewer network. The gator halfling community self-styles as a monarchy and is ruled by a king, and they subsist on scavenging and attacking passing travelers and caravans. Only a tiny amount of gator halflings have left their home to integrated into larger society, and those that have, hide their true origins, generally by pretending to be a member of the Squamata halfling species with unusual looks.
  
 
Natural stats:
 
Natural stats:

Revision as of 16:24, 15 May 2019

Navigation: Main Page Getting started, step 3: Character creation




noframe This page is actively under construction!
Please ask the following users for permission before editing this page: Unknown
No directives entered.


This page is intended for players looking to create a Player Character (PC).

Party size considerations

It is possible to play MazeWorld with as little as two people, with one person being the GM and the other playing a PC. In fact, for most of the years this game has existed, and for reasons largely related to time zone constraints between the author and his players, it has been called a "one-player game". Although it lends itself to greater flexibility and a more single-person focused adventure, in the style and vein of single-player roleplaying video games, this is not typical of tabletop RPGs, which typically have parties of two to four players.

As such, one of the first questions you need to ask yourselves is this: "How many PCs will there be in the party? Will there be one? Two? Three? Four?"

I do not recommend party sizes over four. In fact, I caution GMs to be careful with groups larger than two and to not be too generous with equipment and rewards (or to increase the difficulty accordingly). There is strength in numbers, and it is at its truest with a group of player characters. A single kitted-out PC with good gear and weapons is a force to be reckoned with. Two, three, or four? They may well be unstoppable.

The concept

What kind of character you wish to play as is entirely up to you. If you already have a solid idea on what kind of character you want to play, then that's great! You can probably skip to the next section. But if you're not sure where to begin, keep reading.

When thinking about creating a character you intend to play as, it helps to already have an idea of what that character will be like. Their appearance, their personality, their likes and dislikes, fighting style, background... All of these details are things you can think about to help you find out who you wish to play as.

Although it's not against the rules to play a character that is based on yourself (what is popularly referred to as a self-insert), it is generally frowned upon, as it is considered to be bad form or unimaginative.

As explained in the previous Getting started pages, MazeWorld is combat-centered, so it lends itself more easily to characters that would have combat experience or weapon knowledge of some kind, and though it is entirely possible to play pacifists or weapon-shy characters, it is considered to be much harder than not, as you may need to spend time and resources during your sessions to improve your combat skills, and you may need to work with an accomodating GM to build a campaign that can be played by characters with little to no combat experience.

The sections that follow will give you pointers on how to build and adapt your initial idea into a proper character, and how to go from having an idea to being ready to play.

Where does he come from, where does he go?

Your character may be native to the Mazes, or may be what the locals call an otherworlder; a non-native of the Mazes who finds themselves transported to the Mazes through means unknown. Otherworlders are uncommon, but not unheard of, and generally appear in the confines of the Uncivilized Area. Generally, they appear without any belongings, clothing or equipment, and as a result, end up killed as they were defenseless to the dangers of the UA. Those that survive may eke a living out like any other native, finding shelter and employment in one of the dozens of towns and communities of the Mazes, virtually impossible to distinguish from Mazes-born people.

It is recommended that newcomers play as otherworlders, as they will be able to learn and discover more about the world of the Mazes at a natural pace - at the same time as you, for the simple reason that natives are assumed to have knowledge of the world in general that you may not have.

Stats and species

A player character may either be a human, a halfling (8 different species) or a youkai (12 different species). In total, there are 21 different playable species. The species you select will determine your starting natural statistics. You will later get a chance to fine-tune your character's stats, so that you may stand out from regular humans, halflings and youkai.

This page will not go into too much detail about each species and each statistic (visit the relevant wiki links for more in-depth information), but will provide enough information for the purposes of character creation.

Limb health

Limb health represents the maximum amount of damage each limb can take before being disabled. If a limb falls to under half maximum value, it is damaged. If it falls to zero, it is disabled. If it falls to negative half maximum (e.g. negative half maximum of 40 is -20), the limb is entirely destroyed and may not be recovered or replaced, except under exceptional circumstances.
The effects caused by damaged, disabled and destroyed limbs may vary, but do note that if your torso or your head is disabled, you will instantly die!

Every species has what is called a base limb health value. This value is used to calculate the limb health (amount of hit points, or HP) for each limb. This base value can be looked at like a general indicator of how tough this creature is. Decimal values are rounded to the nearest integer, half up.

  • Head HP = (1/7) x (Base value)
  • Torso HP = (4/7) x (Base value)
  • Hips HP = (3/7) x (Base value)
    • Some creatures do not have a separate torso and hips but instead have a generic "body"; the HP of the body is equal to the base limb health value.
  • Limbs (arms, legs) HP = (2/7) x (Base value)
  • Extremities (hands, feet) HP = (1.5/7) x (Base value)

Pain sensitivity

Most attacks cause two types of damage; Limb Damage (which affects limb health, as mentioned above), and Pain. Pain represents trauma and shock inflicted. Most creatures pass out upon reaching 100% Pain, and die at 150%. Unless "Pain damage" or "Limb damage" is specifically mentioned, "Damage" means both Pain and Limb.

Pain sensitivity is one of the ways to affect incoming damage. It is a percentage value, which serves as a multiplier to ALL Pain received. By default, it is 100% (1.0x multiplier). If Pain sensitivity is under 100%, you will receive less damage than normal, and if over 100%, you'll receive more than normal.

  • Example: Pain sensitivity 75% means all incoming Pain damage is multiplied by 0.75x. 115% = 1.15x, etc.

Max Blood

If it bleeds, you can kill it. Most living creatures have Blood, and depend on it to survive. You don't want to run out of blood.

Max Blood represents, well, the maximum amount of Blood that creature can have inside of their bodies. Naturally, the higher, the better. The more Blood you have, the longer you can survive having open Wounds (which drain Blood continuously), and the better you can resist the effects of Venom and Alcohol.

Armor Class

Armor Class, or AC for short, represents the general toughness level of a creature's body. There are eight different ratings, in order from lowest to highest: C1, C2, C3, A1, A2, A3, A4, A5.

The AC ratings with a C-prefix (Cx) indicates a protection rating that is on par with layers of Clothing, whereas the A-prefix (Ax), if you haven't guessed yet, means a protection rating on part with Armor.

Weapons may have a damage chart that shows how much damage they deal against each Armor Class; the amount of damage dealt against C1 (the lowest AC) is often considered to be the "base damage".

All Ax ratings also affect limb damage, reducing all incoming damage by a number corresponding to their level. So for instance, A3 means -3 to all received limb damage.

Humans and halflings have an AC of C1, and are special in that they can use clothing and armor to modify their Armor Class on specific body parts. For instance, the same human character can wear a body armor vest that improves their torso's AC to A3, a helmet that improves their head's AC to A2.

Youkai may have various natural Armor Class ratings, and they may only wear youkai-only outfits. Certain, rare outfits can affect their AC, and unlike human clothing and armor, the outfits affect their entire body's AC rating, not just certain body parts.

Other statistics

Without going into too much detail, a number of other stats can be affected by the starting species:

  • Strength: A measure of the character's physical strength and capability, it is a percentage value, which serves as a straight multiplier to the amount of damage this character will deal when using melee weapons or attacks. Naturally, higher is better.
  • Agility: A measure of the character's ability to move quickly. Agility is a numerical value ranging between -4 and +4, by default +0. It is applied as a modifier to certain checks. Higher is better.

Playable species

Humans

Humans (Homo sapiens sapiens) are exactly what you expect them to be. They come with various heights, body shapes, and with many different hair, eye and skin colors, but are all equally capable. They have no particular advantages or disadvantages, and no special abilities.

Natural stats:

  • Base limb health value: 70 (Head: 10, Torso: 40, Hips: 30, Limbs: 20, Extremities: 15)
  • Pain sensitivity: 100%
  • Max Blood: 20.0 units
  • Armor Class: C1
    • May wear clothing and armor designed for humans.

Halflings

"Halfling" is the colloquial name for Homo sapiens ex animalis, considered to be a sub-species to humanity. They first appeared in the Mazes around 400 years ago.

Halflings are, for all intents and purposes, mostly human, but with certain genetic differences which give them partial animalistic traits, behavior, and abilities. Though all halflings are omnivorous and capable of eating and digesting the same foods as a human, halfling species may have strong preferences for certain food types which are inherited from their corresponding animal equivalents. Humans and halflings are overall not much different. They can wear the same clothes and armor as those designed for humans, and are largely accepted as equals to humans.

Eight sub-species of halflings exist and are playable:

  • Canine halflings
  • Equine halflings
  • Feline halflings
  • Lagomorph halflings (colloquially, "Rabbit halflings")
  • Murid halflings (colloquially, "Mouse" or "Rat halflings")
  • Squamata halflings (colloquially, "Lizard" or "Snake halflings")
  • Salientia halflings (colloquially, "Frog halflings")
  • Alligator halflings

Canine halflings

Canine halflings (Homo sapiens ex canidae) possess dog-like ears and tails, an increased amount of body hair which can sometimes grow into fur-like patches, and a greatly enhanced sense of smell. Most importantly, canine halflings also possess a slightly elongated facial structure and a muzzle-like facial protrusion, a dog-like nose, sharper teeth, and four large, strong fangs, allowing them to bite and tear into objects in much the same way as their animal counterparts. They have a slightly greater sensitivity to pain, though the reasons why may be mostly psychological and wired into canine-like instincts rather than strictly a physiological difference with humans. Canine halflings, like their feline counterparts, have a strong preference for meat and fish, and are usually stereotyped as being intelligent and loyal people, perhaps to a fault, as the same stereotypes claim canine halflings are guillible and easy to deceive.

Natural stats:

  • Base limb health value: 70 (Head: 10, Torso: 40, Hips: 30, Limbs: 20, Extremities: 15)
  • Pain sensitivity: 110%
  • Max Blood: 20.0 units
  • Armor Class: C1
    • May wear clothing and armor designed for humans.
  • Other traits:
    • Natural attack: Bite

Equine halflings

Equine halflings (Homo sapiens ex equidae) have inherited many traits from their animal counterparts; horse-like ears and tails, head hair that grows from the top of their heads down to their necks in a mane-like fashion, an overall slightly increased amount of body hair, but also and most importantly, larger and thicker limbs. Though for this species, it hasn't translated in significantly higher average strength compared to humans, these limbs are certainly more resistant to damage simply by virtue of having more "meat", so to speak. They have a lower tolerance to poison and intoxicants, the reason for which is not fully understood yet. Equine halflings exhibit a preference for fruits and vegetables, and like canine halflings, have an elongated facial structure and muzzle-like facial protrusions. They are stereotyped as enjoying all forms of physical labor; in particular exercising, to the point that "gym horse" has replaced "gym rat" as a colloquialism. Perhaps as a result, they are sometimes typecast as proud show-offs and pretentious.

Natural stats:

  • Base limb health value: 77 (Head: 11, Torso: 44, Hips: 33, Limbs: 22, Extremities: 17)
  • Pain sensitivity: 100%
  • Max Blood: 19.0 units
  • Armor Class: C1
    • May wear clothing and armor designed for humans.

Feline halflings

Feline halflings (Homo sapiens ex felidae) may be a little less strong than the average human, but they are usually quick and agile on their feet. They generally possess cat-like ears and tails, a cat-like nose, an enhanced sense of smell, an increased amount of body hair which can sometimes grow into fur-like patches, thin and elongated fangs, and sharper, harder nails, having a tendency to grow into claw-like shapes (though not enough to matter in terms of gameplay). Feline halflings have a strong preference for meat and fish, and are generally stereotyped as being stylish, conscious of their appearances, disliking dirt, grime, or torn clothes. They are sometimes typcast as having a natural tendency for mischief, sometimes to the point of being stereotyped as naturally malicious or untrustworthy people.

Natural stats:

  • Base limb health value: 70 (Head: 10, Torso: 40, Hips: 30, Limbs: 20, Extremities: 15)
  • Pain sensitivity: 100%
  • Max Blood: 20.0 units
  • Armor Class: C1
    • May wear clothing and armor designed for humans.
  • Other traits:
    • Natural Agility: +1
    • Natural Strength: 90%

Lagomorph halflings

Lagomorph halflings (Homo sapiens ex lagomorpha) possess rabbit- or hare-like ears and tails, a slightly increased amount of body hair, and elongated incisive teeth. Though lagomorph halflings are typecast as being "capable of hearing danger", and even though they do possess, on average, a greater sense of hearing than average humans, this "danger sense" is largely a myth. Their greater sensitivity to pain is ascribed to psychological differences with humans, much like Canine halflings. Lagomorph halflings tend to greatly prefer fruits and vegetables (many are, in fact, vegetarian), however they have lost the ability to eat and consume grass, instead gaining an omnivorous digestive system inherited from humanity. Due to their agility and reputation for "danger sense", lagomorph halflings are sometimes stereotyped as "danger vanes", or in more pejorative circles, as cowards afraid of fighting and confrontation.

Natural stats:

  • Base limb health value: 70 (Head: 10, Torso: 40, Hips: 30, Limbs: 20, Extremities: 15)
  • Pain sensitivity: 110%
  • Max Blood: 20.0 units
  • Armor Class: C1
    • May wear clothing and armor designed for humans.
  • Other traits:
    • Natural Agility: +1

Murid halflings

Murid halflings (Homo sapiens ex muridae) may not be the strongest species, being on average weaker and having less well-developed muscular structure than humans, but they have an increased resistance to poison and intoxicants. They possess mouse- or rat-like ears and tails, a slightly increased amount of body hair, and elongated incisive teeth. Though they are omnivorous, much like many of their animal counterparts, old stereotypes die hard, and they are often typecast as loving (or even eating nothing but) cheese. Murid halflings tend to be very social, sometimes to the point of sharing food, resources, and beddings with several family members or close friends; the same traits have spawned stereotypes describing them as frugal, or even miserly and avaricious.

Natural stats:

  • Base limb health value: 70 (Head: 10, Torso: 40, Hips: 30, Limbs: 20, Extremities: 15)
  • Pain sensitivity: 100%
  • Max Blood: 21.0 units
  • Armor Class: C1
    • May wear clothing and armor designed for humans.
  • Other traits:
    • Natural Strength: 90%

Squamata halflings

Squamata halflings (Homo sapiens ex squamata) are known for their "snake eyes", their lack of visible ears, a long snake- or lizard-like tail, and the almost complete absence of hair, save for the head - which takes longer to grow than in average humans. The bodies of squamata halflings are famous for developing soft scales instead of bodily hair, though they are largely useless for protection; they are not hard or thick enough to block much more than light scratches. This, in conjunction to having, on average, a less well-developed muscular structure than humans, contributes to their low pain tolerance - they are simply not capable ot taking as much damage as regular humans. What they do possess in turn, are long, thin, foldable upper fangs, as well as venom sacs. When these fangs are deployed and used to bite something, an involuntary reflex causes them to release a bit of that venom - resulting in the so-called "snakebite" attack. Perhaps ironically, however, Squamata halflings do not have poison resistance, not even to their own poison; as such their snakebite attack is used to kill or hurt opponents rather than for hunting and subsistence. Squamata halflings have a strong preference for meat, and because of the particularities regarding their hair, a squamata halfling with long hair is often seen as a synonym of age and wisdom. They are often stereotyped as intelligent and cunning, but also deceitful and manipulative.

Natural stats:

  • Base limb health value: 70 (Head: 10, Torso: 40, Hips: 30, Limbs: 20, Extremities: 15)
  • Pain sensitivity: 120%
  • Max Blood: 20.0 units
  • Armor Class: C1
    • May wear clothing and armor designed for humans.
  • Other traits:
    • Natural attack: Snakebite

Salientia halflings

Salientia halflings (Homo sapiens ex salientia) are famous for two things: their skin colors and their strength. The skin of a salientia halfling is reminiscent to that of their animal counterparts, and can take on various colorful patterns, overriding the "default" human skin colors; ranging from green, to red, to yellow, to brown, to gray, sometimes with black spots arranged in various, blob-like patterns. Their strength is attributed to their enhanced muscular structure; they are one of the few halfling species to be naturally stronger than humans on average. Interestingly, though salientia halflings inherited long and sticky tongues from their animal counterparts, they are omnivorous and exhibit no particular preferences for any type of food. However, their skin has largely no protective features, and is in general softer and more susceptible to damage than that of humans. Excluding their colorful skin, salientia halflings are generally behaviorally indistinguishable from humans. The stereotypes associated to this species are largely related to strong body odor and poor hygiene, with occasional references to their tongues and their omnivorous diet being sometimes exaggerated into tall tales and stories of being able to eat anything, including insects or non-food objects.

Natural stats:

  • Base limb health value: 70 (Head: 10, Torso: 40, Hips: 30, Limbs: 20, Extremities: 15)
  • Pain sensitivity: 110%
  • Max Blood: 20.0 units
  • Armor Class: C1
    • May wear clothing and armor designed for humans.
  • Other traits:
    • Natural Strength: 110%

Alligator halflings

Not recommended for newcomers!

The origin of alligator halflings (Homo sapiens ex alligatoridae) is shrouded in mystery! In fact, as of Quartema 704, they aren't even officially recognized as a halfling subspecies at all, as they haven't been formally studied yet. But they do exist, and they are perhaps the strongest halfling species. Alligator halflings possess a body covered in tough, protective scales, and have a significantly more developed muscular structure than humans, making them both stronger and more agile. They have a long, broad tail, a widened face with extended facial protrusions and nostrils, though rather than being muzzle shaped, alligator halflings have elongated mouths and many protruding teeth, rendering them capable of exhibiting very toothy (and perhaps quite scary) smiles, or a terrifying display of long tongue and numerous teeth when opening their mouths completely. All native alligator halflings in the Mazes come from a tiny, secret community called the Gator Kingdom, which is hidden in the UA, inside of an old, abandoned section of the sewer network. The gator halfling community self-styles as a monarchy and is ruled by a king, and they subsist on scavenging and attacking passing travelers and caravans. Only a tiny amount of gator halflings have left their home to integrated into larger society, and those that have, hide their true origins, generally by pretending to be a member of the Squamata halfling species with unusual looks.

Natural stats:

  • Base limb health value: 84 (Head: 12, Torso: 48, Hips: 36, Limbs: 24, Extremities: 18)
  • Pain sensitivity: 80%
  • Max Blood: 20.0 units
  • Armor Class: C1
    • May wear clothing and armor designed for humans.
  • Other traits:
    • Natural Strength: 120%
    • Natural Agility: +1
Previous step: Current step: Next step:
Step 2: Basic concepts Step 3: Character creation  ???