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Character customization

19 bytes removed, 23:51, 11 January 2021
= Background information =
Though not strictly necessaryif you're playing as an otherworlder, it is generally considered good form to write a paragraph or two about your character's background. You can talk about where they come from, what job or occupation they have, what sort of personality they have, or whatever else you'd like - the scene is yours on that one! The point is to describe your character in ways that the rest of the sheet can't get across, and to serve as a quick reminder for you, other players, and your GM of what that character is like.
This can be especially important if If your character is a native of the Mazes, as writing a little bit about their background is more important; that backstory must be sufficiently believable and reasonable. As with everything else, the GM has final say on what constitutes an acceptable backstory.
''"Statting" redirects here.''
'''Statting''' (short form for '''Stat'''istical customizset'''ingting''') is the act of customizing your starting character's statistics and equipment, so that it conforms to the player's desired playstyle.
Statting is done in multiple parts:
== Primary stats ==
If you've followed the ''Getting started'' guide to build your character, you may have noticed that your initial choices (particularly, choice of species and constitution) have already introduced modifiers to certain stats. In this section, you will get to further modify and fine-tune some of these stats. You may start seeing other types of stats you haven't seen before being mentioned - don't worry
The following six stats can be modified:
=== Calculating max limb health ===
As explained in the [[Character creation|previous page]], each playable species has a ''Base [[limb health ]] value''. What is described in the "Primary Stats" section is ''Limb Health multiplier'', a multiplier that is applied to this base value.
For instance, if your character is a Squamata halfling (base limb health value '''56''') and you've selected '''1.2x''' Limb Health multiplier, then you will increase your character's base limb health to '''67''' (56 x 1.2, rounded). In turn, this will give your character the following maximum limb health:
You can spend up to '''6 stat points''' to adjust your primary stats to your liking, at the following rates:
* '''Natural pain sensitivityPain Sensitivity''': Spend 1 point = -10%
* '''Natural Strength''': Spend 1 point = +10%
* '''Pain Blackout Threshold (PBT)''': Spend 1 point = +5%
== Skill attribution ==
The next part of statting is attributing '''[[skills]]''' (and '''skill levels''') to your characters. Certain species introduce free skill levels as part of their racial bonuses, but for the most part, new characters are blank slates for you to customize.
Skills in MazeWorld are grouped in two categories: Combat skills and Non-combat skills. This section will list and briefly describe each skill, without going into too much detail. As a rule of thumb, improving your combat skills generally results in increasing your character's accuracy and lethality, whereas improving your non-combat skills either improves your existing abilities, or unlocks new ones.
=== Combat skills ===
[[Combat skills ]] are grouped into subcategories and reflect level of skill and proficiency with the corresponding type of weapon. In total, there are '''29''' combat skills grouped into three subcategories: '''Firearms''' (11 skills), '''Heavy weapons''' (4 skills), and '''Melee/Other weapons''' (14 skills).
'''Firearms'''
=== Non-combat skills ===
There are '''9''' [[non-combat skills ]]''' in total. If the GM deems it necessary, certain non-combat skills may be '''locked''' by the GM. Locked skills may, at the GM's discretion, either cost extra points to give to your character, or be entirely impossible to acquire during character creation and will either not be acquired at all, or given as part of a reward or a quest during the session.
* '''Hunting''' - The ability to harvest meat from dead creatures
* If any non-combat skills are locked, they should cost 1 point to unlock and obtain Level 1 (Unskilled).
GMs are free to adjust the costs of skills depending on how much experience and capabilities they wish the players to have. The recommended costs are ideal for new but balanced characters. The costs can be adjusted up or down, depending on whether you prefer your PCs to have less, or more talents at their disposal.
== Equipment selection ==
At the very least, '''clothing''', '''armor''', some '''load-bering equipment''', and at least one or two [[weapons]] (preferably weapons that match your character's, plus [[weapon accessory|accessories]] and [[ammunition]] as needed. Extra stuff, such as '''food''', '''meds''', or items necessary for non-combat skills (e.g. lockpicking kits), should also be considered.
The recommended method of equipment attribution is for the GM to set a monetary budget, and let the players peruse this very wiki to pick and choose their starting gear themselves. Any left-over or unused money should be turned into cash for the characer character to carry, or added to the character's bank account. Specific restrictions on types of items should also be introduced, in order to avoid min-maxing for the best equipment right from the beginning, and generally to prevent starting characters from getting 'too good' gear.
These are only recommendations for balanced starting characters. GMs are free to adjust or ignore these recommendations entirely.
* Must purchase a backpack of some sort
Naturally , this isn't the only way to pick or assign gear. Ultimately, it is up to the GM to determine the best way to assign equipment. Here are some pointers:
* Rather than select from the entirety of the game's selection of items (which can be dizzying), the GM can create a pool of "starter" items, and let players spend their budget among these pre-selected starter items only.
* In lieu of a starting budget, the GM can create a point spend system, or even a limited amount of items from which to choose from.
== Final review ==
Before getting ready to play, make sure that your character sheet is complete and ready. Your GM should review every player's character sheet and give all of them the green light before proceeding, and should retain edit rights over all every player character sheetssheet.
If your GM is the really cool type, they will offer you the courtesy of building your character sheet for you, so you don't have to do any of the steps described above yourself. This courtesy should be extended to new players, particularly if they are eager to play. If that's how it was done, you shouldn't need to do anything else! Assuming, of course, that the GM hasn't made mistakes while building your sheet (re-read the sheet before giving it to your player!)