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Character customization

2,801 bytes removed, 02:14, 3 May 2021
= What's in a name? =
It is proper to decide on a name after After you've decided on a species, you can now decide on a name. As mentioned in the previous page, humans and halflings generally speak Common (English), while youkai speak their own language (Youkai language, the equivalent of Japanese). These linguistic tendencies extend to names, both given names and family names. Humans and halflings typically have English or Anglo-Saxon names, and Youkai typically have Japanese names. Names with Italian, Nordic, German, and or Hispanic names origins do exist, but are rare and usually reserved to for specific characters or groups of characters.
Although it's possible for a human to have a Youkai given name or family name, or for a youkai to have a Common name, this generally suggests a mixed ancestry, and is not recommended unless you are prepared to explain a little backstory for your character. The GM has the right to accept or deny a name that doesn't sound like it would fit in the Mazes.
Your character may optionally be known by a nickname, a shorthand, a callsign, or some other preferred name or designation, and you are free (and even encouraged) to explain where the nickname comes from.
= Appearance =
Your character's physical appearance is influenced by the following traits: their constitution, sex/gender, age, height and weight, skin color, hair color and length, the presence of distinctive traits like tattoos, scars, etc. or not, and if applicable, any traits unique to their species.
With the exception of constitution, all traits related to Your character's appearance are is purely cosmetic and up to you to decidedoes not influence your stats or capabilities.
=== Constitution ===
If your character is a human or a halfling, the chosen constitution trait will also modify your Your character's stats. If your character constitution is a youkaigeneral description of their body shape (average, slim, lithe, athletic, muscular, overweight, obese, the listed modifiers do not applyetc.)
You may choose among the following constitution descriptors:=== Sex and gender ===
* '''Average''' - This Your character's constitution sex and body are within the norm for their species. Provides gender generally have no advantages effect or disadvantages.* '''Slender''' - This influence on the rest of your character is slim and lightweight. Humans and halflings get '''Agility +1''' but '''Base limb health value x0.9'''.* '''Thin''' - This character is lithe s skills and frailabilities. Humans and halflings get '''Agility +2''' but '''Base limb health value x0.8'''.* '''Athletic''' - This You may define your character is fit however you wish; any sex and sporty. Humans and halflings get '''Strength +20%''' but '''needs 1.25x more food and water every day'''.* '''Muscular''' - This character any gender identity is a bodybuilder. Humans and halflings get '''Strength +40%''' but '''needs 1.5x more food and water every day'''.* '''Overweight''' - This character is chubby and unfit. Humans and halflings get '''Agility -1''' but '''Base limb health value x1.1'''.* '''Fat''' - This character is round and tubby. Humans and halflings get '''Agility -2''' but '''Base limb health value x1.2'''valid.
== Sex and gender ==Certain occupations do have sex-based restrictions (e.g. [[shrine maiden|shrine maidens]] are female). Feel free to speak to your GM if your character's background or occupation is one of these occupations.
By and large, your character's sex and gender are only really important for a handful of occupations (such as [[shrine maiden|shrine maidens]], who are all female), and has no effect or influence on the rest of your character's skills and abilities. === Age ===
The age of majority in the Mazes is 18 years old for all species. The listed age group may also reflect the character's maturity level. Characters under the age of 18 are '''children''' and should '''not''' be playable (or even depicted) in a typical MazeWorld session.
* '''Elder''' (over 400 years old)
=== Other appearance stats elements ===
You may also list '''height''', '''weight''', '''skin color''', '''hair length''', '''hair color''', '''eye color''', some '''distinctive traitselements''' (tattoos, scars..), and if applicable, '''species-specific traitsdetails'''.
'''Species-specific traitsdetails''' apply if you are a halfling or a youkai. They are:
* Halflings:
** Canine, Feline: Ear shape and color, tail color
= 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
* Species modifiers
* Character trait selection
* Skill attribution
* Equipment selection
== 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 The primary 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 worryare as follows:
The following six stats can be modified:* '''Natural [[Pain sensitivitySensitivity]]''': Your character's tolerance to Pain damage. Percentage value, which serves as a multiplier to Pain damage received. By default, 100%. Lower is better.* '''Natural [[Strength]]''': Your character's strength. Percentage value, which serves as a multiplier to the amount of damage dealt in melee. By default, 100%. Higher is better.* '''Pain Blackout Threshold (PBT)Natural Maximum [[Blood]]''': The amount of Pain at which point your character will lose consciousness (blackout). By default, 100%. Higher is better.* '''Maximum BloodBase [[Limb health]] value''': The amount of Blood inside (and the body of your character. Numerical value. By default, 20.0 units. Higher is better.corresponding '''multiplier''')* '''Limb Health multiplierNatural [[Endurance]]''': The amount of Limb Damage each of your limbs can sustain before being disabled. Multiplier to the character* 's ''Base limb health valueNatural [[Agility]]'''. By default x1.0. Higher is better.* '''Maximum EnduranceNatural [[Armor Class]]''': The amount of Fatigue at which point your Character will be exhausted. By default, 100%. Higher is better.
=== Racial and constitution Your character's primary stats are the "natural" state of your character's stats with no modifiers ===from equipment or [[effects]]. A specific character's natural stats is the combination of their '''species' natural stats''' (discussed in the section below) and that specific character's '''traits'''.
The first thing to do is to check your chosen species and constitution, and the corresponding == Species modifiers, as they'll affect your stats before even spending points to change them.==
Humans:* Human: No modifiersYour character species determines your starting primary stats. Check the stats displayed on your species' corresponding wiki page.
Halflings[[File:Human icon.png |40px]] '''Humans'''* Canine halfling: Pain sensitivity 110%* Equine halfling: Base limb health 77, Max Blood 19* Feline halfling: Strength 90%* Lagomorph halfling: Pain sensitivity 110%* Murid halfling: Max Blood 21, Strength 90%* Squamata halfling: Base limb health 56* Salientia halfling: Strength 110%, Pain sensitivity 110%[[Human]]
Youkai:* Guhin: Base limb health 90, Max Blood 26, Pain sensitivity 78%* Hakutaku: Base limb health 75, Max Blood 21, Pain sensitivity 93%* Jorougumo: Base limb health 46, Max Blood 13, Pain sensitivity 152%* Kappa: Base limb health 42, Max Blood 12, Pain sensitivity 167%* Kasha: Base limb health 48, Max Blood 14, Pain sensitivity 146%* Kirin: Base limb health 88, Max Blood 25, Pain sensitivity 80%* Kitsune: Base limb health 56, Max Blood 16, Pain sensitivity 125%* Oni: Base limb health 150, Max Blood 43, Pain sensitivity 47%* Satori: Base limb health 56, Max Blood 16, Pain sensitivity 125%* Tanuki: Base limb health 70, Max Blood 20, Pain sensitivity 100%* Tengu: Base limb health 100, Max Blood 29, Pain sensitivity 70%* Yousei: Base limb health 20, Max Blood 6, Pain sensitivity 350% === Calculating max limb health === As explained in the [[Character creationFile:Halfling icon.png |previous page40px]], each playable species has a ''Base limb health value'Halflings'. What is described in the "Primary Stats" section is ''Limb Health multiplier'', a multiplier that is applied to this base value.* [[Canine halfling]]For instance, if your character is a Squamata * [[Equine 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:]]* Head: '''10''' (1/7 x 67, rounded)[[Feline halfling]]* Torso: '''38''' (4/7 x 67, rounded)[[Lagomorph halfling]]* Hips: '''29''' (3/7 x 67, rounded)[[Murid halfling]]* LIMB group (arms, legs, tail): '''19''' (2/7 x 67, rounded)[[Squamata halfling]]* EXTREMITY group (hands, feet): '''14''' (1.5/7 x 67, rounded)[[Salientia halfling]]
=== Spending points to affect primary stats ===[[File:Youkai icon.png |40px]] '''Youkai'''* [[Guhin]]* [[Hakutaku]]* [[Jorougumo]]* [[Kappa]]* [[Kasha]]* [[Kirin]]* [[Kitsune]]* [[Oni]]* [[Satori]]* [[Tanuki]]* [[Tengu]]* [[Yousei]]
You can spend up to '''6 stat points''' to adjust your primary stats to your liking, at the following rates:== Character trait selection ==
* You may customize your character with a wide selection of '''Natural pain sensitivitytraits''': Spend 1 point = -10%* '''Natural Strength''': Spend 1 point = +10%* '''Pain Blackout Threshold (PBT)''': Spend 1 point = +5%* '''Maximum Blood''': Spend 1 point = +1.0 unit* '''Limb Health multiplier''': Spend 1 point = +0.1 to the multiplier (1 point = x1.1, 2 points = x1.2, and so on)* '''Maximum Endurance''': Spend 1 point = +10%
You can also have '''buy3''' extra points to spend on traits. Traits are divided in a given statistic, in which case the listed effect applies in reverse'''positives''' and '''negatives'''.* Example: If you buy 2 Positive traits '''cost''' points in Strength, your Strength will be while Negative traits ''reduced'grant' by 20%, in exchange of being able '' points back. Any unspent Trait points are transferred over to spend 2 extra your [[Character customization#Spending points elsewhereon skills|pool for skills]].
You cannot spend or buy more than 4 points in any given statisticFor a full list of traits and their effects, but you do not have to spend all of your pointssee [[Character traits|this page]]. If you don't spend all of them, however, you are not entitled to extra advantages down the line, so adjust carefully!
== 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 into 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 your character's 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
=== Spending points on skills ===
 
You can spend up to '''12 points''' on skills, plus any unspent points during Trait selection. Certain traits may affect the number of points you can spend.
* If your character has one of the '''[[Character traits|Greenhorn]]''' traits, you may have '''fewer''' points to spend (9, 6, or 3 + unspent trait points).
* If your character has one of the '''[[Character traits|Seasoned]]''' traits, you may have '''extra''' points to spend (15, 18, or 21 + unspent trait points).
You start out at Level 1 (Unskilled) in every skill, and you must reach a certain amount of Skill Points to increase your skill level. Every skill has five levels, in order from level 1 to level 5: Unskilled, Basic, Skilled, Expert, and Master.
* 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 ==
Unless the campaign is supposed to start with them naked and defenseless, every character should have at least a few pieces of gear in their starting inventory.
At the very least, '''[[clothing''', '''and armor''']], some '''[[load-bering bearing 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. [[Crafting items|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.
* Budget per character: [[File:Parallar symbol.png|10px]] '''5000'''
* Maximum Rarity for weapons: 3
* Maximum Armor Class for clothing and armor: A3or AC tier +3 depending on species* Must purchase a at least one set of clothing (1 top, 1 bottom, 1 footwearOR 1 outfit depending on species)
* Must purchase a backpack of some sort
Additionally:* Certain [[Character traits|traits]] may affect your starting budget.* Certain [[Character traits|traits]]] may allow you to buy rarer or more expensive gear. 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.
* GMs can take out the "choice" part entirely and simply assign new characters standard-issue equipment. Ideal for military or police -themed campaigns.
* The sky is the limit! If you have other ideas entirely, run with it!
In MazeWorld, items can be represented in the game through the use of '''object lines'''. Object lines are, as the name implies, singular lines of text designed to hold all of the information about a given object. The information may be a little compressed in order to fit into one line.
The purpose of object lines is to be used, edited, copied , and pasted onto inventory sheets. They are, in a sense, ready-made nuggets of information about every object in the game. Certain object lines are incomplete or are designed to be edited. GMs may edit or add information to certain object lines (to indicate quantity, battery remaining, ammunition loaded, maintenance stats, etc.) as needed.
Object lines generally follow similar nomenclature; they begin with a word between [brackets] denoting the category of the object, followed by all or most of the relevant information about that object.<br/>
The majority of '''[[Tsuchinoko (bot)|Tsuchinoko's]]''' commands are designed to return object lines, and constitute the primary reason why the bot is practically required to play the game.
For a complete, searchable directory of the game's object lines (and the source text of every other Tsuchinoko command), please see '''[https://docs.google.com/document/d/1PieEq7nKq3v4xJM4nHe68PmoNuG8SfwpndyiduH0WBw/ this Google document]'''. Individual Tsuchinoko commands can be searched in '''[https://drive.google.com/drive/folders/1RotL_5z_raD3SrR9EpIQLGZ-aQBreLZW this folder]'''. Feel free to use these documents to copy the object lines relevant to your character's equipment, and paste them onto your character sheet.
== 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!)
If you are a player and you've followed this guide to build your very own character sheet, you should send it to your GM for reviewing and double -checking.
Once everybody is ready and cleared, then congratulations, you are now ready to play a MazeWorld campaign!